mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-30 00:32:55 +01:00
Major changes
- Fully working ship placement system - Validating ship positions works too - Client side ship data display works as well - Changes to field colors to dark grey instead of light. This improves comfort of use and ensures proper contrast on lower quality displays and ease of use.
This commit is contained in:
parent
7c4801db2d
commit
bb17dc47ba
10
index.js
10
index.js
@ -238,11 +238,15 @@ io.on('connection', async (socket) => {
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if (playerGame.data.state === 'preparation') {
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const playerShips = await GInfo.getPlayerShips(socket);
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let canPlace = bships.validateShipPosition(playerShips, type, posX, posY, rot);
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let shipAvailable = bships.getShipsAvailable(playerShips)[type] > 0;
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if (canPlace) {
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console.log("placed");
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if (!canPlace) {
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socket.emit("toast", "Nie możesz postawić tak statku");
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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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socket.emit("toast", "Nie możesz postawić tak statku")
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await GInfo.placeShip(socket, { type: type, posX: posX, posY: posY, rot: rot });
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socket.emit("placed ship", { type: type, posX: posY, posY: posX, rot: rot });
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}
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}
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});
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@ -2,9 +2,9 @@
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font-size: 20px;
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--field: rgb(201, 201, 201);
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--mark-line: rgb(136, 136, 136);
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--mark-spot: rgb(68, 68, 68);
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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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--ship-valid: hsl(120, 70%, 55%);
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@ -77,13 +77,19 @@ h1,h2,h3,h4,h5,h6 {
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background: var(--ship-valid);
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pointer-events: none;
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opacity: 0;
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transition: opacity 0.15s;
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transform: scale(0);
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transition: opacity 0.25s, transform 0.25s 0.05s;
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}
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#secondaryBoard .field .shipField {
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background: var(--ship-invalid);
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}
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.field .shipField.active {
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transform: scale(1);
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opacity: 1;
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}
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.field svg {
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opacity: 0;
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width: 100%;
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@ -3,7 +3,7 @@ class Battleships {
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if (boardSize>0) {
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this.boardSize = boardSize;
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} else {
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throw new Error("Wrong boardSize for the 'Battleships' class");
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throw new Error("Incorrect boardSize for the 'Battleships' class");
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}
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}
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@ -22,7 +22,9 @@ class Battleships {
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}
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getField(x, y) {
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if (0 < x && x <= this.boardSize && 0 < y && y <= this.boardSize) {
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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 $(`#board .row:nth-child(${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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@ -30,20 +32,50 @@ class Battleships {
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}
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getRow(row) {
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row = parseInt(row)+1
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row++;
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if (row<=this.boardSize) {
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return $(`#board .row:nth-child(${row}) .field`);
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} else {
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throw new RangeError("getColumn position out of range.");
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throw new RangeError("getRow position out of range.");
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}
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}
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getColumn(column) {
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column = parseInt(column)+1
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column++;
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if (column<=this.boardSize) {
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return $(`#board .row .field:nth-child(${column})`);
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} else {
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throw new RangeError("getColumn position out of range.");
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}
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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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case 0:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX + i, data.posY]);
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}
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break;
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case 1:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX, data.posY + i]);
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}
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break;
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case 2:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX - i, data.posY]);
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}
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break;
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case 3:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX, data.posY - i]);
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}
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break;
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}
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fields.forEach(field => {
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this.getField(field[0], field[1]).children(".shipField").addClass("active");
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});
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}
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}
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@ -10,10 +10,13 @@ var previousRow = $(":not(*)");
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var previousColumn = $(":not(*)");
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var selectedShip = 0;
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var shipRotation = 0;
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var shipsLeft = [4, 3, 2, 1];
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var changedFields = [];
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var hoveredField = null;
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refreshBoardView();
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$("#board .field").hover(function () {
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hoveredField = this;
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// Pokaż "miarki"
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@ -24,17 +27,15 @@ $("#board .field").hover(function () {
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changedFields.push(row, column, $(this));
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row.css("background", "rgb(136, 136, 136)");
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column.css("background", "rgb(136, 136, 136)");
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row.css("background", "var(--mark-line)");
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column.css("background", "var(--mark-line)");
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$(this).css("background", "rgb(68, 68, 68)");
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$(this).css("background", "var(--mark-spot)");
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previousRow = row;
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previousColumn = column;
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// Pokaż podgląd statku
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posX++;
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posY++;
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var fields = [];
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switch (shipRotation) {
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case 0:
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@ -61,7 +62,7 @@ $("#board .field").hover(function () {
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var fieldElem;
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let failed = false;
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for (let i = 0; i < selectedShip+1; i++) {
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for (let i = 0; i <= selectedShip; i++) {
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const field = fields[i];
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try {
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@ -74,9 +75,9 @@ $("#board .field").hover(function () {
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}
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if (failed) {
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fieldElem.css("background", "rgb(255, 163, 163)");
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fieldElem.css("background", "var(--mark-ship-invalid)");
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} else {
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fieldElem.css("background", "rgb(163, 255, 163)");
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fieldElem.css("background", "var(--mark-ship-valid)");
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}
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changedFields.push(fieldElem);
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}
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@ -84,7 +85,7 @@ $("#board .field").hover(function () {
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hoveredField = null;
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// Wyłącz "miarki" po wyjściu kursora z pola (aby się nie duplikowały w przyszłości)
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changedFields.forEach(field => {
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field.css("background", "rgb(201, 201, 201)");
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field.css("background", "var(--field)");
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});
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changedFields.length = 0;
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});
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@ -153,9 +154,17 @@ function switchRotation() {
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}
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function refreshBoardView() {
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let shipsOfType = shipsLeft[selectedShip];
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$("#shipsLeft").html(shipsOfType);
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if (!shipsOfType) {
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$("#shipsLeft").addClass("danger");
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} else {
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$("#shipsLeft").removeClass("danger");
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}
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if (hoveredField) {
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changedFields.forEach(field => {
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field.css("background", "rgb(201, 201, 201)");
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field.css("background", "var(--field)");
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});
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changedFields.length = 0;
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@ -166,16 +175,14 @@ function refreshBoardView() {
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changedFields.push(row, column, $(hoveredField));
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row.css("background", "rgb(136, 136, 136)");
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column.css("background", "rgb(136, 136, 136)");
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row.css("background", "var(--mark-line)");
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column.css("background", "var(--mark-line)");
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$(hoveredField).css("background", "rgb(68, 68, 68)");
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$(hoveredField).css("background", "var(--mark-field)");
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previousRow = row;
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previousColumn = column;
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posX++;
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posY++;
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var fields = [];
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switch (shipRotation) {
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case 0:
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@ -202,7 +209,7 @@ function refreshBoardView() {
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var fieldElem;
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let failed = false;
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for (let i = 0; i < selectedShip + 1; i++) {
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for (let i = 0; i <= selectedShip; i++) {
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const field = fields[i];
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try {
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@ -215,9 +222,9 @@ function refreshBoardView() {
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}
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if (failed) {
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fieldElem.css("background", "rgb(255, 163, 163)");
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fieldElem.css("background", "var(--mark-ship-invalid)");
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} else {
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fieldElem.css("background", "rgb(163, 255, 163)");
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fieldElem.css("background", "var(--mark-ship-valid)");
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}
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changedFields.push(fieldElem);
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}
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@ -5,7 +5,6 @@ var timerDestination = null;
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var gamePhase = 'pregame';
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$('.field').on('click', function () {
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console.log("Clicked");
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socket.emit("place ship", selectedShip, $(this).data('pos-x'), $(this).data('pos-y'), shipRotation);
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});
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@ -21,6 +20,12 @@ socket.on('toast', (msg) => {
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}).showToast();
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});
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socket.on("placed ship", (data) => {
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bsc.placeShip(data);
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shipsLeft[data.type]--;
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refreshBoardView();
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});
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socket.on('connect', () => {
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$(".cover h1").html("Oczekiwanie na serwer...");
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});
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@ -30,9 +35,7 @@ socket.on("players ready", () => {
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});
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socket.on("player idx", (idx) => {
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console.log(idx);
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playerIdx = idx;
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console.log(playerIdx);
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});
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socket.on('turn update', (turnData) => {
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@ -35,14 +35,23 @@ export class GameInfo {
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const gameId = socket.session.activeGame;
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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, '$.nextPlayer');
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await this.redis.json.set(key, '.state', 'action');
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let nextPlayer = await this.redis.json.get(key, '.nextPlayer');
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nextPlayer = nextPlayer === 0 ? 1 : 0;
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await this.redis.json.set(key, '$.nextPlayer', nextPlayer);
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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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}
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async placeShip(socket, shipData) {
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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'}))[0];
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const playerIdx = socket.request.session.id === hostId ? 0 : 1;
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let res = await this.redis.json.arrAppend(key, `.boards[${playerIdx}].ships`, shipData);
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}
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}
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export function isPlayerInRoom(socket) {
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@ -95,12 +104,10 @@ export function resetTimers() {
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// });
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// }
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export function getShipsAvailable(data, playerIdx) {
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export function getShipsAvailable(ships) {
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let shipsLeft = [4, 3, 2, 1];
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const playerShips = shipsLeft.boards[playerIdx].ships;
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playerShips.forEach(ship => {
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ships.forEach(ship => {
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shipsLeft[ship.type]--;
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});
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@ -152,8 +159,6 @@ 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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let multips;
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let boardRender = [];
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for (let i = 0; i < 10; i++) {
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@ -165,6 +170,7 @@ export function validateShipPosition(ships, type, posX, posY, rot) {
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}
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ships.forEach(ship => {
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let multips;
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switch (ship.rot) {
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@ -181,7 +187,7 @@ export function validateShipPosition(ships, type, posX, posY, rot) {
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break;
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case 3:
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multips = [1, 0];
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multips = [-1, 0];
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break;
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}
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@ -190,6 +196,8 @@ export function validateShipPosition(ships, type, posX, posY, rot) {
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}
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});
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let multips;
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switch (rot) {
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case 0:
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multips = [0, 1];
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@ -204,18 +212,24 @@ export function validateShipPosition(ships, type, posX, posY, rot) {
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break;
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case 3:
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multips = [1, 0];
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multips = [-1, 0];
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break;
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}
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for (let i = 0; i < type + 1; i++) {
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if (posY + multips[1] * i > 9 || posY + multips[1] * i < 0 || posX + multips[0] * i > 9 || posX + multips[0] * i < 0) {
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for (let x = 0; x <= type; x++) {
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if (posY + multips[1] * x > 9 || posY + multips[1] * x < 0 || posX + multips[0] * x > 9 || posX + multips[0] * x < 0) {
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return false;
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}
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if (boardRender[posY + multips[1] * i][posX + multips[0] * i]) {
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let subtrahents = [[0, 0], [0, 1], [1, 0], [0, -1], [-1, 0], [1, 1], [-1, -1], [1, -1], [-1, 1]]; // Usuń cztery ostatnie elementy jeżeli chcesz by statki mogły się stykać rogami
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for (let y = 0; y < subtrahents.length; y++) {
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const idxY = posY - subtrahents[y][0] + multips[1] * x;
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const idxX = posX - subtrahents[y][1] + multips[0] * x;
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if (!(idxY < 0 || idxY > 9 || idxX < 0 || idxX > 9) && boardRender[idxY][idxX]) {
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return false;
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}
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}
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}
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return true;
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}
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@ -10,7 +10,7 @@
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<div class="ownBoardInfo">
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<h3>Wybrany statek</h3>
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<h2 class="dynamic" id="selectedShip">Jednomasztowiec</h2>
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<h3>Dostępne: <span class="dynamic danger">1</span></h3>
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<h3>Dostępne: <span class="dynamic danger" id="shipsLeft">1</span></h3>
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</div>
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<span class="break"></span>
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<h2>Sterowanie</h2>
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Loading…
Reference in New Issue
Block a user