mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-29 22:52:55 +01:00
Major changes
- Hit registration works perfectly now - Multiple color tweaks - Enhanced timer animation To-do: - Detecting game end - Multiple fixes - Revamp round timers (they are global now, so resetting a timer resets it for all games)
This commit is contained in:
parent
8f3538417a
commit
6021305f4a
33
index.js
33
index.js
@ -29,7 +29,7 @@ const io = new Server(server);
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const redis = createClient();
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redis.on('error', err => console.log('Redis Client Error', err));
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await redis.connect();
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redis.flushDb();
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// redis.flushDb();
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const GInfo = new bships.GameInfo(redis, io);
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@ -224,7 +224,16 @@ io.on('connection', async (socket) => {
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let UTCTs = Math.floor((new Date()).getTime() / 1000 + 90);
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io.to(playerGame.id).emit('turn update', { turn: 0, phase: "preparation", timerToUTC: UTCTs });
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bships.timer(90, () => {
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bships.timer(20, async () => {
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const playerGame = await GInfo.getPlayerGameData(socket);
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for (let i = 0; i < playerGame.data.boards.length; i++) {
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const ships = playerGame.data.boards[i].ships;
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if (!ships.length) {
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AFKEnd(playerGame.id);
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return;
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}
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}
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GInfo.endPrepPhase(socket);
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bships.timer(30, () => {
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AFKEnd(playerGame.id);
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@ -250,7 +259,7 @@ io.on('connection', async (socket) => {
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} else if (!shipAvailable) {
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socket.emit("toast", "Nie masz już statków tego typu");
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} else {
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await GInfo.placeShip(socket, { type: type, posX: posX, posY: posY, rot: rot });
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await GInfo.placeShip(socket, { type: type, posX: posX, posY: posY, rot: rot, hits: Array.from(new Array(type+1), () => false) });
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socket.emit("placed ship", { type: type, posX: posX, posY: posY, rot: rot });
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}
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}
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@ -265,12 +274,24 @@ io.on('connection', async (socket) => {
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}
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});
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socket.on('shoot', async () => {
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socket.on('shoot', async (posX, posY) => {
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const playerGame = await GInfo.getPlayerGameData(socket);
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if (playerGame.data.state === 'action') {
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if (bships.checkTurn(playerGame, socket.request.session.id)) {
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if (bships.checkTurn(playerGame.data, socket.request.session.id)) {
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const enemyIdx = socket.request.session.id === playerGame.data.hostId ? 1 : 0;
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if (await GInfo.shootShip(socket, posX, posY)) {
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io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
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} else {
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io.to(playerGame.id).emit("shot missed", enemyIdx, posX, posY);
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}
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await GInfo.passTurn(socket);
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bships.resetTimers();
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bships.timer(30, () => {
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AFKEnd(playerGame.id);
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});
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}
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}
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});
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@ -1,18 +1,23 @@
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:root {
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font-size: 20px;
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--field: rgb(36, 36, 36);
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--mark-line: rgb(59, 59, 59);
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--mark-spot: rgb(90, 90, 90);
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--mark-ship-valid: hsl(120, 100%, 80%);
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--mark-ship-invalid: hsl(0, 100%, 80%);
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--mark-hit: #ffffff;
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--ship-valid: hsl(120, 70%, 55%);
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--ship-invalid: hsl(0, 70%, 55%);
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--ship-miss: hsl(0, 0%, 18%);
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--dynamic: rgb(83, 83, 245);
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--danger: rgb(243, 56, 56);
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--important: rgb(203, 50, 241);
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color: rgb(136, 136, 136)
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}
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@ -21,7 +26,7 @@
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}
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body {
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background: black;
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background-color: black;
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color: white;
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font-family: 'Lato', sans-serif;
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transition: opacity 0.3s ease;
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@ -67,14 +72,14 @@ h1,h2,h3,h4,h5,h6 {
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aspect-ratio: 1;
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border-radius: 20%;
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cursor: pointer;
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transition: background 0.1s;
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transition: background-color 0.1s;
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}
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.field .shipField {
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width: 100%;
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aspect-ratio: 1;
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border-radius: 20%;
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background: var(--ship-valid);
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background-color: var(--ship-valid);
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pointer-events: none;
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opacity: 0;
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transform: scale(0);
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@ -82,7 +87,7 @@ h1,h2,h3,h4,h5,h6 {
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}
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#secondaryBoard .field .shipField {
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background: var(--ship-invalid);
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background-color: var(--ship-invalid);
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}
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.field.active .shipField {
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@ -208,9 +213,9 @@ h1,h2,h3,h4,h5,h6 {
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justify-content: center;
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align-items: center;
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text-align: center;
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background: rgb(0, 0, 0, 0.6);
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background-color: rgb(0, 0, 0, 0.6);
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backdrop-filter: blur(20px);
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transition: opacity 0.5s;
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transition: opacity 0.5s, transform 0.5s;
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z-index: 999;
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}
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@ -219,9 +224,9 @@ h1,h2,h3,h4,h5,h6 {
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}
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@keyframes timerDanger {
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0% { color: var(--important) }
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50% { color: var(--danger) }
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100% { color: var(--important) }
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0% { color: var(--important); transform: scale(1); }
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50% { color: var(--danger); transform: scale(1.1); }
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100% { color: var(--important); transform: scale(1); }
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}
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#timer.active {
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@ -12,7 +12,7 @@ class Battleships {
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for (var i = 0; i < size; i++) {
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let row = "<div class=\"row\">";
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for (var n = 0; n < size; n++) {
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row += `<div class="field" data-pos-x="${n}" data-pos-y="${i}"><div class="shipField"><svg xmlns='http://www.w3.org/2000/svg' version='1.1' preserveAspectRatio='none' viewBox='0 0 100 100'><path d='M100 0 L0 100 ' stroke='#f33838' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#f33838' stroke-width='10'/></svg></div></div>`;
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row += `<div class="field" data-pos-x="${n}" data-pos-y="${i}"><div class="shipField"><svg xmlns='http://www.w3.org/2000/svg' version='1.1' preserveAspectRatio='none' viewBox='0 0 100 100'><path d='M100 0 L0 100 ' stroke='#ffffff' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#ffffff' stroke-width='10'/></svg></div></div>`;
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}
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row += "</div>";
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board += row;
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@ -31,6 +31,16 @@ class Battleships {
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}
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}
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getFieldSecondary(x, y) {
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if (0 <= x && x < this.boardSize && 0 <= y && y < this.boardSize) {
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x++;
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y++;
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return $(`#secondaryBoard .row:nth-child(${y}) .field:nth-child(${x})`);
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} else {
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throw new RangeError("getField position out of range.");
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}
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}
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getRow(row) {
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row++;
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if (row<=this.boardSize) {
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@ -49,6 +59,32 @@ class Battleships {
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}
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}
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setField(x, y, state, primary = false) {
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if (state==="hit") {
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this.getField(x, y).children().children("svg").html("<path d='M100 0 L0 100 ' stroke='#ffffff' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#ffffff' stroke-width='10'/>");
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this.getField(x, y).addClass("hit");
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} else if (state==="miss") {
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this.getField(x, y).children(".shipField").css("background-color", "var(--ship-miss)");
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this.getField(x, y).addClass("active hit");
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this.getField(x, y).children().children("svg").html("<circle fill='#ffffff' cx='50' cy='50' r='20' />");
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}
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this.getFieldSecondary(x, y).addClass("hit");
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}
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setFieldEnemy(x, y, state, primary = false) {
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if (state === "hit") {
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this.getFieldSecondary(x, y).children().children("svg").html("<path d='M100 0 L0 100 ' stroke='#ffffff' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#ffffff' stroke-width='10'/>");
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this.getFieldSecondary(x, y).addClass("active hit");
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} else if (state === "miss") {
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this.getFieldSecondary(x, y).children(".shipField").css("background-color", "var(--ship-miss)");
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this.getFieldSecondary(x, y).addClass("active hit");
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this.getFieldSecondary(x, y).children().children("svg").html("<circle fill='#ffffff' cx='50' cy='50' r='20' />");
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}
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this.getFieldSecondary(x, y).addClass("hit");
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}
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placeShip(data) {
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let fields = [];
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switch (data.rot) {
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@ -30,20 +30,20 @@ $(".board .field").hover(function () {
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changedFields.push(row, column, $(this));
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row.css("background", "var(--mark-line)");
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column.css("background", "var(--mark-line)");
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row.css("background-color", "var(--mark-line)");
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column.css("background-color", "var(--mark-line)");
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previousRow = row;
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previousColumn = column;
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if (postPrep) {
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if (myTurn) {
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$(this).css("background", "var(--mark-ship-invalid)");
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$(this).css("background-color", "var(--mark-ship-invalid)");
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} else {
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(this).css("background", "var(--mark-spot)");
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$(this).css("background-color", "var(--mark-spot)");
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}
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} else {
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$(this).css("background", "var(--mark-spot)");
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$(this).css("background-color", "var(--mark-spot)");
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// Pokaż podgląd statku
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@ -87,9 +87,9 @@ $(".board .field").hover(function () {
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}
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if (failed) {
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fieldElem.css("background", "var(--mark-ship-invalid)");
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fieldElem.css("background-color", "var(--mark-ship-invalid)");
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} else {
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fieldElem.css("background", "var(--mark-ship-valid)");
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fieldElem.css("background-color", "var(--mark-ship-valid)");
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}
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changedFields.push(fieldElem);
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}
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@ -98,7 +98,7 @@ $(".board .field").hover(function () {
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hoveredField = null;
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// Wyłącz "miarki" po wyjściu kursora z pola (aby się nie duplikowały w przyszłości)
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changedFields.forEach(field => {
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field.css("background", "var(--field)");
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field.css("background-color", "var(--field)");
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});
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changedFields.length = 0;
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});
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@ -185,7 +185,7 @@ function refreshBoardView() {
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if (hoveredField) {
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changedFields.forEach(field => {
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field.css("background", "var(--field)");
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field.css("background-color", "var(--field)");
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});
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changedFields.length = 0;
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@ -196,10 +196,10 @@ function refreshBoardView() {
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changedFields.push(row, column, $(hoveredField));
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row.css("background", "var(--mark-line)");
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column.css("background", "var(--mark-line)");
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row.css("background-color", "var(--mark-line)");
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column.css("background-color", "var(--mark-line)");
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$(hoveredField).css("background", "var(--mark-field)");
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$(hoveredField).css("background-color", "var(--mark-field)");
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previousRow = row;
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previousColumn = column;
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@ -243,9 +243,9 @@ function refreshBoardView() {
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}
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if (failed) {
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fieldElem.css("background", "var(--mark-ship-invalid)");
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fieldElem.css("background-color", "var(--mark-ship-invalid)");
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} else {
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fieldElem.css("background", "var(--mark-ship-valid)");
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fieldElem.css("background-color", "var(--mark-ship-valid)");
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}
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changedFields.push(fieldElem);
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}
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@ -5,10 +5,15 @@ var timerDestination = null;
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var gamePhase = 'pregame';
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var occupiedFields = [];
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$('.field').on('click', function () {
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$('#board .field').on('click', function () {
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socket.emit("place ship", selectedShip, $(this).data('pos-x'), $(this).data('pos-y'), shipRotation);
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});
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$('#secondaryBoard .field').on('click', function () {
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socket.emit("shoot", $(this).data('pos-x'), $(this).data('pos-y'));
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});
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$('.field').on('contextmenu', function () {
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if ($(this).hasClass('active')) {
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let originPos = occupiedFields.find((elem) => elem.pos[0] == $(this).data('pos-x') && elem.pos[1] == $(this).data('pos-y')).origin;
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@ -54,6 +59,24 @@ socket.on("removed ship", (data) => {
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refreshBoardView();
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});
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socket.on("shot hit", (victimIdx, posX, posY) => {
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console.log("hit");
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if (victimIdx === playerIdx) {
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bsc.setField(posX, posY, "hit");
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} else {
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bsc.setFieldEnemy(posX, posY, "hit");
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}
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});
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socket.on("shot missed", (victimIdx, posX, posY) => {
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console.log("missed");
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if (victimIdx === playerIdx) {
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bsc.setField(posX, posY, "miss");
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} else {
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bsc.setFieldEnemy(posX, posY, "miss");
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}
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});
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socket.on('connect', () => {
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$(".cover h1").html("Oczekiwanie na serwer...");
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});
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@ -36,12 +36,12 @@ export class GameInfo {
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const key = `game:${gameId}`;
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await this.redis.json.set(key, '.state', 'action');
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let nextPlayer = await this.redis.json.get(key, '.nextPlayer');
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let nextPlayer = await this.redis.json.get(key, { path:'.nextPlayer' });
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nextPlayer = nextPlayer === 0 ? 1 : 0;
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await this.redis.json.set(key, '.nextPlayer', nextPlayer);
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const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
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this.io.to(gameId).emit('turn update', { turn: 0, phase: "action", timerToUTC: UTCTs });
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this.io.to(gameId).emit('turn update', { turn: nextPlayer, phase: "action", timerToUTC: UTCTs });
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}
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async placeShip(socket, shipData) {
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@ -73,6 +73,37 @@ export class GameInfo {
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await this.redis.json.set(key, `.boards[${playerIdx}].ships`, playerShips);
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return deletedShip;
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}
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async shootShip(socket, posX, posY) {
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const gameId = socket.session.activeGame;
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const key = `game:${gameId}`;
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const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
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const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
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const playerIdx = enemyIdx ? 0 : 1;
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let playerShips = await this.redis.json.get(key, { path: `.boards[${enemyIdx}].ships` });
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var check = checkHit(playerShips, posX, posY);
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if (!check) {
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return false;
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}
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var shotShip;
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for (let i = 0; i < playerShips.length; i++) {
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const ship = playerShips[i];
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if (ship.posX === check.originPosX & ship.posY === check.originPosY) {
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shotShip = ship;
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playerShips[i].hits[check.fieldIdx] = true;
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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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return true;
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}
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}
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export function isPlayerInRoom(socket) {
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@ -135,11 +166,7 @@ export function getShipsAvailable(ships) {
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return shipsLeft;
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}
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export function checkHit(data, playerIdx, posX, posY) {
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playerIdx = playerIdx === 0 ? 1 : 0;
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let enemyBoard = data.boards[playerIdx];
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export function checkHit(ships, posX, posY) {
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let boardRender = [];
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for (let i = 0; i < 10; i++) {
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@ -150,7 +177,7 @@ export function checkHit(data, playerIdx, posX, posY) {
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boardRender.push(array);
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}
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enemyBoard.ships.forEach(ship => {
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ships.forEach(ship => {
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let multips;
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switch (ship.rot) {
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@ -172,7 +199,8 @@ export function checkHit(data, playerIdx, posX, posY) {
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}
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for (let i = 0; i < ship.type + 2; i++) {
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boardRender[ship.posX + multips[1] * i][ship.posY + multips[0] * i] = true;
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console.log(`boardRender[${ship.posX + multips[1] * i}][${ship.posY + multips[0] * i}]`)
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boardRender[ship.posX + multips[1] * i][ship.posY + multips[0] * i] = {fieldIdx: i, originPosX: ship.posX, originPosY: ship.posY};
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}
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});
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@ -180,6 +208,10 @@ export function checkHit(data, playerIdx, posX, posY) {
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}
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export function validateShipPosition(ships, type, posX, posY, rot) {
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if (type < 0 || type > 3 || rot < 0 || rot > 3) {
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||||
return false;
|
||||
}
|
||||
|
||||
let boardRender = [];
|
||||
|
||||
for (let i = 0; i < 10; i++) {
|
||||
|
Loading…
Reference in New Issue
Block a user