mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-29 22:42:56 +01:00
Major changes
- Multiple visual improvements to animation - Added ship color dimming when they sunk - Added game ending (looks and works primitvely for now) - Added socket.io client error handling and alerts - Finished and improved hit registration and client hit display To-do: - Fix timers (currently resetting the timer is global, which by mistake affects other independent lobbies, critical bug) - Post-match stats - Improve many mechanics - Improve overall quality of the game
This commit is contained in:
parent
6021305f4a
commit
a027313139
14
index.js
14
index.js
@ -281,10 +281,18 @@ io.on('connection', async (socket) => {
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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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let hit = await GInfo.shootShip(socket, posX, posY);
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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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} else if (hit.status === 1) {
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io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
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} else if (hit.status === 2) {
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io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
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io.to(playerGame.id).emit("ship sunk", enemyIdx, hit.ship);
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if (hit.gameFinished) {
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io.to(playerGame.id).emit("game finished", !enemyIdx ? 1 : 0);
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}
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}
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await GInfo.passTurn(socket);
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@ -14,6 +14,9 @@
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--ship-invalid: hsl(0, 70%, 55%);
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--ship-miss: hsl(0, 0%, 18%);
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--ship-ally-sunken: hsl(120, 30%, 40%);
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--ship-enemy-sunken: hsl(0, 30%, 40%);
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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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@ -83,7 +86,7 @@ h1,h2,h3,h4,h5,h6 {
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pointer-events: none;
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opacity: 0;
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transform: scale(0);
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transition: opacity 0.25s, transform 0.25s 0.05s;
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transition: opacity 0.25s, transform 0.25s 0.05s, background-color 0.25s;
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}
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#secondaryBoard .field .shipField {
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@ -110,6 +113,14 @@ h1,h2,h3,h4,h5,h6 {
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opacity: 1;
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}
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#board .field.sunken .shipField {
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background-color: var(--ship-ally-sunken);
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}
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#secondaryBoard .field.sunken .shipField {
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background-color: var(--ship-enemy-sunken);
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}
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.dynamic {
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color: var(--dynamic);
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}
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@ -59,7 +59,7 @@ class Battleships {
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}
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}
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setField(x, y, state, primary = false) {
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setField(x, y, state) {
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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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@ -67,12 +67,12 @@ class Battleships {
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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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} else if (state === "sunken") {
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this.getField(x, y).addClass("sunken");
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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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setFieldEnemy(x, y, state) {
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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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@ -80,9 +80,9 @@ class Battleships {
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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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} else if (state === "sunken") {
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this.getFieldSecondary(x, y).addClass("sunken");
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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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72
public/assets/js/socket-err-handler.js
Normal file
72
public/assets/js/socket-err-handler.js
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@ -0,0 +1,72 @@
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// Handling connection errors
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socket.on("reconnecting", (number) => {
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Toastify({
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text: `Ponowne łączenie... ${number}`,
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duration: 5000,
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newWindow: true,
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gravity: "bottom",
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position: "right",
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stopOnFocus: true,
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className: "bshipstoast",
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}).showToast();
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});
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socket.on("reconnect", () => {
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Toastify({
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text: "Połączono ponownie",
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duration: 5000,
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newWindow: true,
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gravity: "bottom",
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position: "right",
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stopOnFocus: true,
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className: "bshipstoast",
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}).showToast();
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});
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socket.on("reconnect_error", () => {
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Toastify({
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text: "Wystąpił problem w trakcie ponownego łączenia",
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duration: 5000,
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newWindow: true,
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gravity: "bottom",
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position: "right",
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stopOnFocus: true,
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className: "bshipstoast",
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}).showToast();
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});
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socket.on("reconnect_failed", () => {
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Toastify({
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text: "Nie udało się połączyć ponownie",
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duration: 5000,
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newWindow: true,
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gravity: "bottom",
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position: "right",
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stopOnFocus: true,
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className: "bshipstoast",
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}).showToast();
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});
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socket.on("disconnect", () => {
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Toastify({
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text: "Rozłączono z serwerem\nSpróbuj odświeżyć stronę jeżeli błąd będzie się powtarzał",
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duration: 5000,
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newWindow: true,
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gravity: "bottom",
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position: "right",
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stopOnFocus: true,
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className: "bshipstoast",
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}).showToast();
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});
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socket.on("error", () => {
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Toastify({
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text: "Błąd połączenia",
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duration: 5000,
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newWindow: true,
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gravity: "bottom",
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position: "right",
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stopOnFocus: true,
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className: "bshipstoast",
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}).showToast();
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});
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@ -5,20 +5,29 @@ var timerDestination = null;
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var gamePhase = 'pregame';
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var occupiedFields = [];
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var lastTimeClick = 0;
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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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console.log(new Date().getTime() / 1000 - lastTimeClick);
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if (new Date().getTime() / 1000 - lastTimeClick > 0.3) {
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socket.emit("place ship", selectedShip, $(this).data('pos-x'), $(this).data('pos-y'), shipRotation);
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lastTimeClick = new Date().getTime() / 1000;
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}
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});
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$('#secondaryBoard .field').on('click', function () {
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socket.emit("shoot", $(this).data('pos-x'), $(this).data('pos-y'));
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if (new Date().getTime() / 1000 - lastTimeClick > 0.3) {
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socket.emit("shoot", $(this).data('pos-x'), $(this).data('pos-y'));
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lastTimeClick = new Date().getTime() / 1000;
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}
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});
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$('.field').on('contextmenu', function () {
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if ($(this).hasClass('active')) {
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if ($(this).hasClass('active') && new Date().getTime() / 1000 - lastTimeClick > 0.3) {
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let originPos = occupiedFields.find((elem) => elem.pos[0] == $(this).data('pos-x') && elem.pos[1] == $(this).data('pos-y')).origin;
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socket.emit("remove ship", originPos[0], originPos[1]);
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lastTimeClick = new Date().getTime() / 1000;
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}
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});
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@ -48,19 +57,20 @@ socket.on("removed ship", (data) => {
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return elem.origin[0] == data.posX && elem.origin[1] == data.posY;
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});
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shipFields.forEach(field => {
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bsc.getField(field.pos[0], field.pos[1]).removeClass("active");
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});
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for (let i = 0; i < shipFields.length; i++) {
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const field = shipFields[i];
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setTimeout(() => {
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bsc.getField(field.pos[0], field.pos[1]).removeClass("active");
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}, i * 150);
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}
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occupiedFields = occupiedFields.filter(n => !shipFields.includes(n));
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console.log(`shipsLeft[${data.type}] = ${shipsLeft[data.type]}`)
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shipsLeft[data.type]++;
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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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@ -69,7 +79,6 @@ socket.on("shot hit", (victimIdx, posX, posY) => {
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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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@ -77,6 +86,51 @@ socket.on("shot missed", (victimIdx, posX, posY) => {
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}
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});
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socket.on("ship sunk", (victimIdx, ship) => {
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switch (ship.rot) {
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case 0:
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multips = [1, 0];
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break;
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case 1:
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multips = [0, 1];
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break;
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case 2:
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multips = [-1, 0];
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break;
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case 3:
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multips = [0, -1];
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break;
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}
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let l = !ship.type ? ship.type + 1 : ship.type + 2;
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if (victimIdx === playerIdx) {
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for (let i = 0; i < l; i++) {
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console.log("ourship");
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setTimeout(() => {
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bsc.setField(ship.posX + multips[0] * i, ship.posY + multips[1] * i, "sunken");
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}, i * 150);
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}
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} else {
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for (let i = 0; i < l; i++) {
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console.log("theirship");
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setTimeout(() => {
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bsc.setFieldEnemy(ship.posX + multips[0] * i, ship.posY + multips[1] * i, "sunken");
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}, i * 150);
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}
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}
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});
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socket.on("game finished", (winnerIdx) => {
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if (winnerIdx === playerIdx) {
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alert("Wygrałeś!");
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} else {
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alert("Przegrałeś!");
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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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@ -1,5 +1,6 @@
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const socket = io();
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// Handling server-sent events
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socket.on("joined", (nick) => {
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lockUI(true);
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$("#oppNameField").html(nick);
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@ -37,7 +37,7 @@ export class GameInfo {
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await this.redis.json.set(key, '.state', 'action');
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let nextPlayer = await this.redis.json.get(key, { path:'.nextPlayer' });
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nextPlayer = nextPlayer === 0 ? 1 : 0;
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nextPlayer = !nextPlayer ? 1 : 0;
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await this.redis.json.set(key, '.nextPlayer', nextPlayer);
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const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
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@ -80,14 +80,14 @@ export class GameInfo {
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const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
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const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
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const playerIdx = enemyIdx ? 0 : 1;
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// const playerIdx = enemyIdx ? 0 : 1;
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let playerShips = await this.redis.json.get(key, { path: `.boards[${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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return { status: 0 };
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}
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var shotShip;
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@ -97,12 +97,26 @@ export class GameInfo {
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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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if (!playerShips[i].hits.includes(false)) {
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console.log(playerShips);
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let gameFinished = true;
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await this.redis.json.set(key, `.boards[${enemyIdx}].ships`, playerShips);
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playerShips.every(ship => {
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if (ship.hits.includes(false)) {
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gameFinished = false;
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return false;
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} else {
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return true;
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}
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});
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return { status: 2, ship: ship, gameFinished: gameFinished };
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}
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}
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}
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await this.redis.json.set(key, `.boards[${enemyIdx}].ships`, playerShips);
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return true;
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return { status: 1, ship: shotShip };
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}
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}
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@ -198,9 +212,13 @@ export function checkHit(ships, posX, posY) {
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break;
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}
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for (let i = 0; i < ship.type + 2; i++) {
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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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let l = !ship.type ? ship.type + 1 : ship.type + 2;
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for (let i = 0; i < l; i++) {
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// console.log("a");
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let x = clamp(ship.posX + multips[0] * i, 0, 9);
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let y = clamp(ship.posY + multips[1] * i, 0, 9);
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boardRender[x][y] = {fieldIdx: i, originPosX: ship.posX, originPosY: ship.posY};
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}
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});
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@ -295,29 +313,6 @@ export function checkTurn(data, playerId) {
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}
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}
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// let type = 3;
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// let posX = 3;
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// let posY = 0;
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// let rot = 2;
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// let data = {
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// hostId: "123456",
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// state: "action",
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// boards: [
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// {
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// ships: [
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// { type: type, posX: posX, posY: posY, rot: rot, hits: [false, false, false] },
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// ],
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// shots: [],
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// },
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// {
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// ships: [],
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// shots: [],
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// }
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// ],
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// nextPlayer: 0,
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// }
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// checkHit(data, 1, 0, 0);
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// console.log(validateShipPosition(type, posX, posY, rot));
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function clamp(n, min, max) {
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return Math.min(Math.max(n, min), max);
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}
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@ -33,4 +33,5 @@
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<script src="/assets/js/battleships-lib.js"></script>
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<script src="/assets/js/main.js"></script>
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<script src="/assets/js/key-handling.js"></script>
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<script src="/assets/js/socket-game.js"></script>
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<script src="/assets/js/socket-game.js"></script>
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<script src="/assets/js/socket-err-handler.js"></script>
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@ -75,4 +75,5 @@
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</div>
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<script src="/assets/js/socket.js"></script>
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<script src="/assets/js/socket-err-handler.js"></script>
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<script src="/assets/js/spa_lib.js"></script>
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