mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-30 05:42:56 +01:00
a027313139
- 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
186 lines
5.1 KiB
JavaScript
186 lines
5.1 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 lastTimeClick = 0;
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$('#board .field').on('click', function () {
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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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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') && 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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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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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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}
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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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}
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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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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("Faza przygotowań");
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$("#boardSwitch").css("opacity", 0.3);
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} else {
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postPrep = true;
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myTurn = turnData.turn === playerIdx;
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turnData.turn === playerIdx ? $("#whosTurn").html("Twoja tura") : $("#whosTurn").html("Tura przeciwnika");
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$("#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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refreshBoardView();
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});
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socket.on('player left', () => {
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window.location.replace("/");
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});
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// Update timer
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setInterval(() => {
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if (timerDestination == null) {
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$("#timer").html("");
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} else {
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const UTCNow = Math.floor((new Date()).getTime() / 1000);
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const time = Math.abs(UTCNow - timerDestination);
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if (time < 10) {
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$("#timer").addClass("active");
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} else {
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$("#timer").removeClass("active");
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}
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const minutes = Math.floor(time / 60).toLocaleString('pl-PL', {minimumIntegerDigits: 2, useGrouping: false});
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const seconds = (time - minutes * 60).toLocaleString('pl-PL', { minimumIntegerDigits: 2, useGrouping: false });
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$("#timer").html(`${minutes}:${seconds}`);
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}
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}, 250); |