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:
MaciejkaG 2024-03-08 19:18:53 +01:00
parent 6021305f4a
commit a027313139
9 changed files with 198 additions and 55 deletions

View File

@ -281,10 +281,18 @@ io.on('connection', async (socket) => {
if (bships.checkTurn(playerGame.data, socket.request.session.id)) {
const enemyIdx = socket.request.session.id === playerGame.data.hostId ? 1 : 0;
if (await GInfo.shootShip(socket, posX, posY)) {
io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
} else {
let hit = await GInfo.shootShip(socket, posX, posY);
if (!hit.status) {
io.to(playerGame.id).emit("shot missed", enemyIdx, posX, posY);
} else if (hit.status === 1) {
io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
} else if (hit.status === 2) {
io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
io.to(playerGame.id).emit("ship sunk", enemyIdx, hit.ship);
if (hit.gameFinished) {
io.to(playerGame.id).emit("game finished", !enemyIdx ? 1 : 0);
}
}
await GInfo.passTurn(socket);

View File

@ -14,6 +14,9 @@
--ship-invalid: hsl(0, 70%, 55%);
--ship-miss: hsl(0, 0%, 18%);
--ship-ally-sunken: hsl(120, 30%, 40%);
--ship-enemy-sunken: hsl(0, 30%, 40%);
--dynamic: rgb(83, 83, 245);
--danger: rgb(243, 56, 56);
--important: rgb(203, 50, 241);
@ -83,7 +86,7 @@ h1,h2,h3,h4,h5,h6 {
pointer-events: none;
opacity: 0;
transform: scale(0);
transition: opacity 0.25s, transform 0.25s 0.05s;
transition: opacity 0.25s, transform 0.25s 0.05s, background-color 0.25s;
}
#secondaryBoard .field .shipField {
@ -110,6 +113,14 @@ h1,h2,h3,h4,h5,h6 {
opacity: 1;
}
#board .field.sunken .shipField {
background-color: var(--ship-ally-sunken);
}
#secondaryBoard .field.sunken .shipField {
background-color: var(--ship-enemy-sunken);
}
.dynamic {
color: var(--dynamic);
}

View File

@ -59,7 +59,7 @@ class Battleships {
}
}
setField(x, y, state, primary = false) {
setField(x, y, state) {
if (state==="hit") {
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'/>");
this.getField(x, y).addClass("hit");
@ -67,12 +67,12 @@ class Battleships {
this.getField(x, y).children(".shipField").css("background-color", "var(--ship-miss)");
this.getField(x, y).addClass("active hit");
this.getField(x, y).children().children("svg").html("<circle fill='#ffffff' cx='50' cy='50' r='20' />");
} else if (state === "sunken") {
this.getField(x, y).addClass("sunken");
}
this.getFieldSecondary(x, y).addClass("hit");
}
setFieldEnemy(x, y, state, primary = false) {
setFieldEnemy(x, y, state) {
if (state === "hit") {
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'/>");
this.getFieldSecondary(x, y).addClass("active hit");
@ -80,9 +80,9 @@ class Battleships {
this.getFieldSecondary(x, y).children(".shipField").css("background-color", "var(--ship-miss)");
this.getFieldSecondary(x, y).addClass("active hit");
this.getFieldSecondary(x, y).children().children("svg").html("<circle fill='#ffffff' cx='50' cy='50' r='20' />");
} else if (state === "sunken") {
this.getFieldSecondary(x, y).addClass("sunken");
}
this.getFieldSecondary(x, y).addClass("hit");
}
placeShip(data) {

View File

@ -0,0 +1,72 @@
// Handling connection errors
socket.on("reconnecting", (number) => {
Toastify({
text: `Ponowne łączenie... ${number}`,
duration: 5000,
newWindow: true,
gravity: "bottom",
position: "right",
stopOnFocus: true,
className: "bshipstoast",
}).showToast();
});
socket.on("reconnect", () => {
Toastify({
text: "Połączono ponownie",
duration: 5000,
newWindow: true,
gravity: "bottom",
position: "right",
stopOnFocus: true,
className: "bshipstoast",
}).showToast();
});
socket.on("reconnect_error", () => {
Toastify({
text: "Wystąpił problem w trakcie ponownego łączenia",
duration: 5000,
newWindow: true,
gravity: "bottom",
position: "right",
stopOnFocus: true,
className: "bshipstoast",
}).showToast();
});
socket.on("reconnect_failed", () => {
Toastify({
text: "Nie udało się połączyć ponownie",
duration: 5000,
newWindow: true,
gravity: "bottom",
position: "right",
stopOnFocus: true,
className: "bshipstoast",
}).showToast();
});
socket.on("disconnect", () => {
Toastify({
text: "Rozłączono z serwerem\nSpróbuj odświeżyć stronę jeżeli błąd będzie się powtarzał",
duration: 5000,
newWindow: true,
gravity: "bottom",
position: "right",
stopOnFocus: true,
className: "bshipstoast",
}).showToast();
});
socket.on("error", () => {
Toastify({
text: "Błąd połączenia",
duration: 5000,
newWindow: true,
gravity: "bottom",
position: "right",
stopOnFocus: true,
className: "bshipstoast",
}).showToast();
});

View File

@ -5,20 +5,29 @@ var timerDestination = null;
var gamePhase = 'pregame';
var occupiedFields = [];
var lastTimeClick = 0;
$('#board .field').on('click', function () {
socket.emit("place ship", selectedShip, $(this).data('pos-x'), $(this).data('pos-y'), shipRotation);
console.log(new Date().getTime() / 1000 - lastTimeClick);
if (new Date().getTime() / 1000 - lastTimeClick > 0.3) {
socket.emit("place ship", selectedShip, $(this).data('pos-x'), $(this).data('pos-y'), shipRotation);
lastTimeClick = new Date().getTime() / 1000;
}
});
$('#secondaryBoard .field').on('click', function () {
socket.emit("shoot", $(this).data('pos-x'), $(this).data('pos-y'));
if (new Date().getTime() / 1000 - lastTimeClick > 0.3) {
socket.emit("shoot", $(this).data('pos-x'), $(this).data('pos-y'));
lastTimeClick = new Date().getTime() / 1000;
}
});
$('.field').on('contextmenu', function () {
if ($(this).hasClass('active')) {
if ($(this).hasClass('active') && new Date().getTime() / 1000 - lastTimeClick > 0.3) {
let originPos = occupiedFields.find((elem) => elem.pos[0] == $(this).data('pos-x') && elem.pos[1] == $(this).data('pos-y')).origin;
socket.emit("remove ship", originPos[0], originPos[1]);
lastTimeClick = new Date().getTime() / 1000;
}
});
@ -48,19 +57,20 @@ socket.on("removed ship", (data) => {
return elem.origin[0] == data.posX && elem.origin[1] == data.posY;
});
shipFields.forEach(field => {
bsc.getField(field.pos[0], field.pos[1]).removeClass("active");
});
for (let i = 0; i < shipFields.length; i++) {
const field = shipFields[i];
setTimeout(() => {
bsc.getField(field.pos[0], field.pos[1]).removeClass("active");
}, i * 150);
}
occupiedFields = occupiedFields.filter(n => !shipFields.includes(n));
console.log(`shipsLeft[${data.type}] = ${shipsLeft[data.type]}`)
shipsLeft[data.type]++;
refreshBoardView();
});
socket.on("shot hit", (victimIdx, posX, posY) => {
console.log("hit");
if (victimIdx === playerIdx) {
bsc.setField(posX, posY, "hit");
} else {
@ -69,7 +79,6 @@ socket.on("shot hit", (victimIdx, posX, posY) => {
});
socket.on("shot missed", (victimIdx, posX, posY) => {
console.log("missed");
if (victimIdx === playerIdx) {
bsc.setField(posX, posY, "miss");
} else {
@ -77,6 +86,51 @@ socket.on("shot missed", (victimIdx, posX, posY) => {
}
});
socket.on("ship sunk", (victimIdx, ship) => {
switch (ship.rot) {
case 0:
multips = [1, 0];
break;
case 1:
multips = [0, 1];
break;
case 2:
multips = [-1, 0];
break;
case 3:
multips = [0, -1];
break;
}
let l = !ship.type ? ship.type + 1 : ship.type + 2;
if (victimIdx === playerIdx) {
for (let i = 0; i < l; i++) {
console.log("ourship");
setTimeout(() => {
bsc.setField(ship.posX + multips[0] * i, ship.posY + multips[1] * i, "sunken");
}, i * 150);
}
} else {
for (let i = 0; i < l; i++) {
console.log("theirship");
setTimeout(() => {
bsc.setFieldEnemy(ship.posX + multips[0] * i, ship.posY + multips[1] * i, "sunken");
}, i * 150);
}
}
});
socket.on("game finished", (winnerIdx) => {
if (winnerIdx === playerIdx) {
alert("Wygrałeś!");
} else {
alert("Przegrałeś!");
}
});
socket.on('connect', () => {
$(".cover h1").html("Oczekiwanie na serwer...");
});

View File

@ -1,5 +1,6 @@
const socket = io();
// Handling server-sent events
socket.on("joined", (nick) => {
lockUI(true);
$("#oppNameField").html(nick);

View File

@ -37,7 +37,7 @@ export class GameInfo {
await this.redis.json.set(key, '.state', 'action');
let nextPlayer = await this.redis.json.get(key, { path:'.nextPlayer' });
nextPlayer = nextPlayer === 0 ? 1 : 0;
nextPlayer = !nextPlayer ? 1 : 0;
await this.redis.json.set(key, '.nextPlayer', nextPlayer);
const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
@ -80,14 +80,14 @@ export class GameInfo {
const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
const playerIdx = enemyIdx ? 0 : 1;
// const playerIdx = enemyIdx ? 0 : 1;
let playerShips = await this.redis.json.get(key, { path: `.boards[${enemyIdx}].ships` });
var check = checkHit(playerShips, posX, posY);
if (!check) {
return false;
return { status: 0 };
}
var shotShip;
@ -97,12 +97,26 @@ export class GameInfo {
if (ship.posX === check.originPosX & ship.posY === check.originPosY) {
shotShip = ship;
playerShips[i].hits[check.fieldIdx] = true;
if (!playerShips[i].hits.includes(false)) {
console.log(playerShips);
let gameFinished = true;
await this.redis.json.set(key, `.boards[${enemyIdx}].ships`, playerShips);
playerShips.every(ship => {
if (ship.hits.includes(false)) {
gameFinished = false;
return false;
} else {
return true;
}
});
return { status: 2, ship: ship, gameFinished: gameFinished };
}
}
}
await this.redis.json.set(key, `.boards[${enemyIdx}].ships`, playerShips);
return true;
return { status: 1, ship: shotShip };
}
}
@ -198,9 +212,13 @@ export function checkHit(ships, posX, posY) {
break;
}
for (let i = 0; i < ship.type + 2; i++) {
console.log(`boardRender[${ship.posX + multips[1] * i}][${ship.posY + multips[0] * i}]`)
boardRender[ship.posX + multips[1] * i][ship.posY + multips[0] * i] = {fieldIdx: i, originPosX: ship.posX, originPosY: ship.posY};
let l = !ship.type ? ship.type + 1 : ship.type + 2;
for (let i = 0; i < l; i++) {
// console.log("a");
let x = clamp(ship.posX + multips[0] * i, 0, 9);
let y = clamp(ship.posY + multips[1] * i, 0, 9);
boardRender[x][y] = {fieldIdx: i, originPosX: ship.posX, originPosY: ship.posY};
}
});
@ -295,29 +313,6 @@ export function checkTurn(data, playerId) {
}
}
// let type = 3;
// let posX = 3;
// let posY = 0;
// let rot = 2;
// let data = {
// hostId: "123456",
// state: "action",
// boards: [
// {
// ships: [
// { type: type, posX: posX, posY: posY, rot: rot, hits: [false, false, false] },
// ],
// shots: [],
// },
// {
// ships: [],
// shots: [],
// }
// ],
// nextPlayer: 0,
// }
// checkHit(data, 1, 0, 0);
// console.log(validateShipPosition(type, posX, posY, rot));
function clamp(n, min, max) {
return Math.min(Math.max(n, min), max);
}

View File

@ -33,4 +33,5 @@
<script src="/assets/js/battleships-lib.js"></script>
<script src="/assets/js/main.js"></script>
<script src="/assets/js/key-handling.js"></script>
<script src="/assets/js/socket-game.js"></script>
<script src="/assets/js/socket-game.js"></script>
<script src="/assets/js/socket-err-handler.js"></script>

View File

@ -75,4 +75,5 @@
</div>
<script src="/assets/js/socket.js"></script>
<script src="/assets/js/socket-err-handler.js"></script>
<script src="/assets/js/spa_lib.js"></script>