mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-30 07:22:55 +01:00
MaciejkaG
a212161733
- Improved PWA support on mobile. - Added Vs. AI game menu. - Added the first AI algorithm. - Vs. AI is now available with every option leading to simple bot - Fixed a bug where placing ships in certain rotation around the boundaries of the board would wrongly colour them when sunk. - Improved code clarity and comments - Added an option in the settings to change your nickname - Added version display in the settings - Slightly improved box scaling and layout - Made multiple improvements to the PWA support - Added multiple minor features - Brought back full SPA URL functionality, now if you copy a URL to specific view/page in the menu and go into it, you will actually arrive at that page if it's not restricted.
345 lines
9.5 KiB
JavaScript
345 lines
9.5 KiB
JavaScript
const socket = io();
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var playerIdx;
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var timerDestination = null;
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var gamePhase = 'pregame';
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var occupiedFields = [];
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var shipsSunk = [0, 0, 0, 0];
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var hits = 0;
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var misses = 0;
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var lastTimeClick = 0;
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if ($(window).width() <= 820) {
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tippy('#board .field', {
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allowHTML: true,
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placement: "top",
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theme: "translucent",
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animation: "shift-toward-subtle",
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interactive: true,
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content: (reference) => {
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// Need to fix this
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console.log("a");
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let fieldData = `${$(reference).data('pos-x')}, ${$(reference).data('pos-y')}`;
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let pos = occupiedFields.find((elem) => elem.pos[0] == $(reference).data('pos-x') && elem.pos[1] == $(reference).data('pos-y'));
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if (pos) {
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return $('#removeTippyTemplate').html().replaceAll("[[FIELDPOS]]", fieldData);
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}
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return $('#mainTippyTemplate').html().replaceAll("[[FIELDPOS]]", fieldData);
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},
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});
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tippy('#secondaryBoard .field', {
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allowHTML: true,
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placement: "top",
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theme: "translucent",
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animation: "shift-toward-subtle",
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interactive: true,
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content: (reference) => {
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let fieldData = `${$(reference).data('pos-x')}, ${$(reference).data('pos-y')}`;
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return $('#secondaryTippyTemplate').html().replaceAll("[[FIELDPOS]]", fieldData);
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},
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});
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}
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$('#board .field').on('click', function () {
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if (new Date().getTime() / 1000 - lastTimeClick > 0.3 && $(window).width() > 820 && !postPrep) {
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socket.emit("place ship", selectedShip, $(this).data('pos-x'), $(this).data('pos-y'), shipRotation);
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lastTimeClick = new Date().getTime() / 1000;
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}
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});
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function manualPlace(posX, posY) {
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hoveredShip = null;
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refreshBoardView();
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socket.emit("place ship", selectedShip, posX, posY, shipRotation);
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lastTimeClick = new Date().getTime() / 1000;
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}
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$('#secondaryBoard .field').on('click', function () {
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if (new Date().getTime() / 1000 - lastTimeClick > 0.3 && $(window).width() > 820 && myTurn) {
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socket.emit("shoot", $(this).data('pos-x'), $(this).data('pos-y'));
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lastTimeClick = new Date().getTime() / 1000;
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}
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});
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function manualShoot(posX, posY) {
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socket.emit("shoot", posX, posY);
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lastTimeClick = new Date().getTime() / 1000;
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}
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$('.field').on('contextmenu', function () {
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if ($(this).hasClass('active') && new Date().getTime() / 1000 - lastTimeClick > 0.3) {
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let pos = occupiedFields.find((elem) => elem.pos[0] == $(this).data('pos-x') && elem.pos[1] == $(this).data('pos-y'));
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if (pos) {
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socket.emit("remove ship", pos.origin[0], pos.origin[1]);
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lastTimeClick = new Date().getTime() / 1000;
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}
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}
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});
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function manualRemove(posX, posY) {
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let pos = occupiedFields.find((elem) => elem.pos[0] == posX && elem.pos[1] == posY);
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if (pos) {
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socket.emit("remove ship", pos.origin[0], pos.origin[1]);
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lastTimeClick = new Date().getTime() / 1000;
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}
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}
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socket.on('toast', (msg) => {
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Toastify({
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text: msg,
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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("placed ship", (data) => {
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let shipFields = bsc.placeShip(data);
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lastTimeClick = new Date().getTime() / 1000;
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shipFields.forEach(field => {
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occupiedFields.push({pos: field, origin: [data.posX, data.posY]});
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});
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shipsLeft[data.type]--;
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refreshBoardView();
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});
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socket.on("removed ship", (data) => {
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const shipFields = occupiedFields.filter(elem => {
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return elem.origin[0] == data.posX && elem.origin[1] == data.posY;
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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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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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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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hits++;
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updateAccuracy(getAccuracy());
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}
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});
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socket.on("shot missed", (victimIdx, posX, posY) => {
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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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misses++;
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updateAccuracy(getAccuracy());
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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 + 1;
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if (victimIdx === playerIdx) {
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for (let i = 0; i < l; i++) {
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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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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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shipsSunk[ship.type]++;
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updateShipsSunk();
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}
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});
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// Update timer
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var updateTimer = setInterval(() => {
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if (timerDestination == null) {
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$("#timer").html("");
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} else {
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const UTCNow = Math.floor((new Date()).getTime() / 1000);
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const time = Math.max(timerDestination - UTCNow, 0);
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if (time < 10) {
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$("#timer").addClass("active");
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} else {
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$("#timer").removeClass("active");
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}
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const minutes = Math.floor(time / 60).toLocaleString(undefined, { minimumIntegerDigits: 2, useGrouping: false });
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const seconds = (time - minutes * 60).toLocaleString(undefined, { minimumIntegerDigits: 2, useGrouping: false });
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$("#timer").html(`${minutes}:${seconds}`);
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}
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}, 250);
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socket.on("game finished", (winnerIdx, oppName) => {
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socket.disconnect();
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$("#opponent").html(`Vs. <span class="important">${oppName}</span>`);
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if (winnerIdx === playerIdx) {
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$("#state").html(locale["Victory"]);
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$("#state").addClass("dynamic");
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} else {
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$("#state").html(locale["Defeat"]);
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$("#state").addClass("danger");
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}
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$(".cover").addClass("postGame");
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clearInterval(updateTimer);
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$("#timer").html(`00:00`);
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$(".cover").css({ opacity: 1, pointerEvents: "all" });
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});
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socket.on('connect', () => {
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$(".cover .title").html(window.locale["Waiting for the server"]);
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});
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socket.on("players ready", () => {
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$(".cover").css({ opacity: 0, pointerEvents: "none" });
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});
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socket.on("player idx", (idx) => {
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playerIdx = idx;
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});
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socket.on('turn update', (turnData) => {
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if (turnData.phase === "preparation") {
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$("#whosTurn").html(window.locale["Preparation phase"]);
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$(".boardSwitch").css("opacity", 0.3);
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} else {
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if (!postPrep) {
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$(".readyButton").css({ pointerEvents: 'none', opacity: 0.3 });
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$(".controlsOwnBoard").css("opacity", 0.3);
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$(".ownBoardInfo").addClass("changing");
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setTimeout(() => {
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$(".ownBoardInfo").html($(".lateBoardInfo").html());
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$(".ownBoardInfo").removeClass("changing");
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}, 200);
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}
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postPrep = true;
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myTurn = turnData.turn === playerIdx;
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turnData.turn === playerIdx ? $("#whosTurn").html(window.locale["Your turn"]) : $("#whosTurn").html(window.locale["Opponents turn"]);
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$(".boardSwitch").css("opacity", 1);
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}
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timerDestination = turnData.timerToUTC;
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gamePhase = turnData.phase;
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});
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function updateLateInfo() {
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if (postPrep) {
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}
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}
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var currentAccuracy = 0;
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function updateAccuracy(val) {
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val = Math.round(val);
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var obj = $(".ownBoardInfo #accuracy").get(0);
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const start = currentAccuracy !== null ? currentAccuracy : val;
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const range = val - start;
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var minTimer = 50;
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var stepTime = Math.abs(Math.floor(1000 / range));
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stepTime = Math.max(stepTime, minTimer);
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var startTime = new Date().getTime();
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var endTime = startTime + 1000;
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var timer;
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if (val < currentAccuracy) {
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$(".ownBoardInfo #accuracy").addClass("animatingDown");
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} else {
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$(".ownBoardInfo #accuracy").addClass("animatingUp");
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}
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currentAccuracy = val;
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const run = () => {
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var now = new Date().getTime();
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var remaining = Math.max((endTime - now) / 1000, 0);
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var value = Math.round(val - (remaining * range));
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obj.innerHTML = value + "%";
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if (value == val) {
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obj.innerHTML = Math.round(value) + "%";
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$(".ownBoardInfo #accuracy").removeClass("animatingDown animatingUp");
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clearInterval(timer);
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}
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};
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timer = setInterval(run, stepTime);
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run();
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}
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function getAccuracy() {
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return hits / (misses + hits) * 100;
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}
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function updateShipsSunk() {
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$("#singlemasted").html(4 - shipsSunk[0]);
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$("#twomasted").html(3 - shipsSunk[1]);
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$("#threemasted").html(2 - shipsSunk[2]);
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$("#fourmasted").html(1 - shipsSunk[3]);
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}
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function readyUp() {
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socket.emit("ready", () => {
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$(".readyButton").css({ pointerEvents: 'none', opacity: 0.3 });
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});
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}
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socket.on('player left', () => {
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window.location.replace("/");
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}); |