Online Multiplayer in NodeJS
Multiplayer
So you've decided to venture into the realms of Online Multiplayers. Why not? You can get all you friends involved in the projects you make, or just show it off to others. Well, either way, let's take a look at how we would make one.
Modules
Firstly, we are going to need some Modules to help us along the way. Let's see:
const express = require('express'); const app = express(); const http = require("http").createServer(app); const io = require("socket.io")(http);
That should do the trick! We have:
express
to display the static site to the Clientshttp
to listen for new Clientssocket.io
to listen for events the Clients make
Simples! So now that we know what we are working with, let's make this Game!
Client
Here are the HTML and CSS before we begin, as they aren't super important, I won't explain them too much:
index.html
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>Online Game</title> <link href="style.css" rel="stylesheet" type="text/css" /> </head> <body> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/p5.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/addons/p5.sound.min.js"></script> <script src="/socket.io/socket.io.js"></script> <script src="script.js"></script> </body> </html>
A good thing to not is that you should not forget the <script src="/socket.io/socket.io.js"></script>
. this is super important!
style.css
html, body { position: absolute; margin: 0; padding: 0; top: 50%; left: 50%; transform: translate(-50%, -50%); background-color: rgb(50, 50, 50); }
This just makes it look nice. It also fills the background with the same as the canvas, and center said canvas in the middle of the window.
I'd say that the Client is always best to work on first. The reason for this, is that you can begin to layout what you are going to be using. This means you know what you will need on the Server before you start writing it. Obviously you will be adding stuff later, but it's a great way to begin the project. So let's begin:
const socket = io();
Firstly, we want to get our Client socket to communicate with the Server. Now we can create the setup
function:
/* Setup */ function setup() { // Create the canvas createCanvas(600, 600); // Remove outline on players noStroke(); };
This is nothing special. All we do is define our setup
function and createCanvas()
a 600x600
canvas. We also remove the outline around our players by using noStroke()
:
/* Update & Events */ // Create the movement keys const W = 87; const A = 65; const S = 83; const D = 68;
Next we define our W
, A
, S
, and D
keys. The numbers 87
, 65
, 83
, and 68
refer to each key's code. A good way of finding out a key's code is by using this website. All you have to do is press the key you want to get the code of, the nice thing is that the favicon of the page will change to the code's number so that it easier to see when you switch tabs:
// Get the update from the server socket.on("update", data => {});
Now we get into the nitty gritty. We create an event called update
which we will talk more about in the Server section. This event will give us the Game's current data to update the Client-Side with. talking about that:
// Set the background to 50 background(50); // Check if the movement keys are pressed, if so then send an event if(keyIsDown(W)) socket.emit("move", W); if(keyIsDown(A)) socket.emit("move", A); if(keyIsDown(S)) socket.emit("move", S); if(keyIsDown(D)) socket.emit("move", D);
We change the background color to 50
using background()
. We then check if either of W
, A
, S
, and/or D
is down, if so, we send an event to the Server called move
. We also send the key with it. Next:
// Draw each player for(let playerID of Object.keys(data.players)) { // Get the the player from the player's id let player = data.players[playerID]; // Draw the player fill(player.color.r, player.color.g, player.color.b); rect(player.pos.x, player.pos.y, player.size, player.size); }
We get all of the id
s for all the players in data.players
, we then get the player
for the id
and show them on the canvas. This allows us to see all the players. But what about us?
I'm glad you asked! Well, we do draw ourselves here, we do it along with the others. Because all the updating is done Server-Side (which may change depending on how you implement it), the only thing we do is get movement events, and draw the players on the Client-Side.
This is it for the Client-Side of things. Super simple! So let's get onto the Server-Side of things!
Server
The server will now have to do a few things based on how we wrote the Client. These include:
- Sending an
update
event to the Clients - Receiving
move
events from the Clients - Updating the players
Not too much, so let's get cracking! Oh, and we covered Socket.io in another tutorial, so I won't be diving to far in in this one:
app.use(express.static("public"));
We first want to make it so that the Client is given the Game website. Then we can:
/* Server */ // Movement keys const W = 87; const A = 65; const S = 83; const D = 68; // The data let data = {players:{}}; let width = 600; let height = 600;
We define a few variables and constants. These include the movement keys from earlier, the data
including the players
, and the width
and height
. Not too much so far:
io.on("connection", socket => { // New player connected console.log("player connected"); // Create new player data.players[socket.id] = { pos:{x:Math.random()*100, y:Math.random()*100}, speed:2, size:16, color:{r:Math.random()*255, g:Math.random()*255, b:Math.random()*255} }; socket.on("disconnect", () => { // Player disconnected console.log("player disconnected"); // Delete player delete data.players[socket.id]; }); });
Firstly, we get the connection
and disconnect
events. When we get a connection
event, we create a new player and give it the socket.id
. On the disconnect
event, we delete the player from data.players
using the socket.id
:
// Movement event socket.on("move", key => { // Get the current player let player = data.players[socket.id]; // Check which movement key was pressed, and move accordingly if(key == W) player.pos.y -= player.speed; if(key == A) player.pos.x -= player.speed; if(key == S) player.pos.y += player.speed; if(key == D) player.pos.x += player.speed; // Check if player is touching the boundry, if so stop them from moving past it if(player.pos.x > width - player.size) player.pos.x = width - player.size; if(player.pos.x < 0) player.pos.x = 0; if(player.pos.y > height - player.size) player.pos.y = height - player.size; if(player.pos.y < 0) player.pos.y = 0; });
Next we get the move
event. In this event, we check to see if any of the movement keys are pressed. We do this, just in case the Client sends us something which is not a movement key, think of it as extra security. If one of the keys is pressed, we add or subtract the player.speed
from the player.pos
x
or y
. We then also check to see if the player is at one of the boundaries. If so, then we stop the player from passing it. That's it!
Conclusion
It's pretty easy when you look at it. You also have the extra security of having things done Server-Side which is nice. The player stuff could be done better, but works great for a little "test" online game. Hope it helps in your ventures!
Have a great day!
P.S
If you have any suggestions for tutorials, leave them in the comments and I'll be sure to have a look. If you like one in the comments, then give it an up vote to show that you want to see it. It makes my life so much more easier. Thanks in advance!
why are you using p5.js syntax? How do you get that to work with node?
i only see the color of canvas, player no load or objects
@fghgfhgfhghfhgg So am I. I put all the client-side JS in the script.js file. Is this correct?
an error is reported on line 39:7, in the JS file. it says that the key codes have already been defined (in line 15-18). For some reason, when I remove the error, it displays the canvas wrong.
Could you make a tutorial on json-store-client in Python? I could really use it! Thanks! :D
Wow this is so good thanks for the tutorial tho
Thanks for this. Do you have repls with the finished server and client code that we can fork?
@dcbriccetti I do indeed, here it is.
@LeonDoesCode It gives a 404 error
@LeonDoesCode 404 error
Add a comment
I am adding a reply @broderickCode
Awesome tutorial!
A tutorial on how to create a node.js photovault/image host would be neat.
@Zavexeon Coolio! I'll see what I can do!
If I use a nodeJS repl here on repl.it, it won't show the code, only the nodeJS console. What should I do?
@stringycheese if your on phone zoom out and/or scroll down and youo will see some options, im on a chromebook sometimes (like right now) and a windows 10 computer other times and it is working fine for me
edit:
if you want the webpage html you need to do some code first to set the port and to set it to show the html, and from there you can ut the jvvascript into a script part of the html, although sadly it sees you cant make it run another script file, you need to write it all in the html, and also there is no check for syntax it seems. But it seems the page reloads whenever it tries to run a script with wrong syntax, so you can keep an eye out for that.