mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-29 22:52:55 +01:00
Major changes
- Fixed a bug causing players to be able to shoot one field multiple times and lose turn - Enhanced ship placing animation
This commit is contained in:
parent
44f13469cf
commit
0c4448404c
7
index.js
7
index.js
@ -143,7 +143,7 @@ io.on('connection', async (socket) => {
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{ // typ 2 to trójmasztowiec pozycja i obrót na planszy które pola zostały trafione
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{ // typ 2 to trójmasztowiec pozycja i obrót na planszy które pola zostały trafione
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ships: [], // zawiera np. {type: 2, posX: 3, posY: 4, rot: 2, hits: [false, false, true]}
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ships: [], // zawiera np. {type: 2, posX: 3, posY: 4, rot: 2, hits: [false, false, true]}
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// pozycja na planszy czy strzał miał udział w zatopieniu statku?
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// pozycja na planszy czy strzał miał udział w zatopieniu statku?
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shots: [], // zawiera np. {posX: 3, posY: 5, sunk: true}
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shots: [], // zawiera np. {posX: 3, posY: 5}
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},
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},
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{
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{
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ships: [],
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ships: [],
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@ -286,6 +286,8 @@ io.on('connection', async (socket) => {
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const enemyIdx = socket.request.session.id === playerGame.data.hostId ? 1 : 0;
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const enemyIdx = socket.request.session.id === playerGame.data.hostId ? 1 : 0;
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let hit = await GInfo.shootShip(socket, posX, posY);
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let hit = await GInfo.shootShip(socket, posX, posY);
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await redis.json.arrAppend(`game:${playerGame.id}`, `.boards[${enemyIdx}].shots`, { posX: posX, posY: posY });
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if (!hit.status) {
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if (!hit.status) {
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io.to(playerGame.id).emit("shot missed", enemyIdx, posX, posY);
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io.to(playerGame.id).emit("shot missed", enemyIdx, posX, posY);
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} else if (hit.status === 1) {
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} else if (hit.status === 1) {
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@ -309,6 +311,9 @@ io.on('connection', async (socket) => {
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endGame(playerGame.id);
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endGame(playerGame.id);
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return;
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return;
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}
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}
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} else if (hit.status === -1) {
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socket.emit("toast", "Już strzeliłeś w to miejsce");
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return;
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}
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}
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await GInfo.passTurn(socket);
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await GInfo.passTurn(socket);
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@ -110,9 +110,12 @@ class Battleships {
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break;
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break;
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}
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}
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fields.forEach(field => {
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for (let i = 0; i < fields.length; i++) {
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this.getField(field[0], field[1]).addClass("active");
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const field = fields[i];
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});
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setTimeout(() => {
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this.getField(field[0], field[1]).addClass("active");
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}, i * 150);
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}
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return fields;
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return fields;
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}
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}
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@ -45,6 +45,7 @@ socket.on('toast', (msg) => {
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socket.on("placed ship", (data) => {
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socket.on("placed ship", (data) => {
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let shipFields = bsc.placeShip(data);
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let shipFields = bsc.placeShip(data);
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lastTimeClick = new Date().getTime() / 1000;
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shipFields.forEach(field => {
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shipFields.forEach(field => {
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occupiedFields.push({pos: field, origin: [data.posX, data.posY]});
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occupiedFields.push({pos: field, origin: [data.posX, data.posY]});
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});
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});
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@ -110,25 +110,30 @@ export class GameInfo {
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const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
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const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
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// const playerIdx = enemyIdx ? 0 : 1;
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// const playerIdx = enemyIdx ? 0 : 1;
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let playerShips = await this.redis.json.get(key, { path: `.boards[${enemyIdx}].ships` });
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let playerBoard = await this.redis.json.get(key, { path: `.boards[${enemyIdx}]` });
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var check = checkHit(playerShips, posX, posY);
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let shot = playerBoard.shots.find((shot) => shot.posX === posX && shot.posY === posY);
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if (shot) {
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return { status: -1 }
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}
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var check = checkHit(playerBoard.ships, posX, posY);
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if (!check) {
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if (!check) {
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return { status: 0 };
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return { status: 0 };
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}
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}
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var shotShip;
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var shotShip;
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for (let i = 0; i < playerShips.length; i++) {
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for (let i = 0; i < playerBoard.ships.length; i++) {
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const ship = playerShips[i];
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const ship = playerBoard.ships[i];
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if (ship.posX === check.originPosX & ship.posY === check.originPosY) {
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if (ship.posX === check.originPosX & ship.posY === check.originPosY) {
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shotShip = ship;
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shotShip = ship;
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playerShips[i].hits[check.fieldIdx] = true;
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playerBoard.ships[i].hits[check.fieldIdx] = true;
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if (!playerShips[i].hits.includes(false)) {
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if (!playerBoard.ships[i].hits.includes(false)) {
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let gameFinished = true;
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let gameFinished = true;
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await this.redis.json.set(key, `.boards[${enemyIdx}].ships`, playerShips);
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await this.redis.json.set(key, `.boards[${enemyIdx}]`, playerBoard);
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playerShips.every(ship => {
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playerBoard.ships.every(ship => {
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if (ship.hits.includes(false)) {
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if (ship.hits.includes(false)) {
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gameFinished = false;
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gameFinished = false;
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return false;
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return false;
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@ -142,7 +147,7 @@ export class GameInfo {
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}
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}
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}
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}
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await this.redis.json.set(key, `.boards[${enemyIdx}].ships`, playerShips);
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await this.redis.json.set(key, `.boards[${enemyIdx}]`, playerBoard);
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return { status: 1, ship: shotShip };
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return { status: 1, ship: shotShip };
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}
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}
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}
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}
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