Refactor lot of the old function. New implementation of room. Room creation with dedicated code and multiple room

deployement
Vincent ASTOLFI 11 months ago
parent 6e88bf35cc
commit ddb874a6a1

167
app.js

@ -1,9 +1,8 @@
const { io } = require(`${__dirname}/index.js`);
const { Player } = require(`${__dirname}/businesses/Player.js`);
const { Room } = require(`${__dirname}/businesses/Room.js`);
const uuid = require("uuid");
let room;
let game;
let rooms = [];
let players = [];
io.on("connection", (socket) => {
@ -18,12 +17,9 @@ io.on("connection", (socket) => {
});
*/
socket.on("first connection", (socketId, callback) => {
socket.on("first connection", (socketId) => {
let player = new Player(socketId);
players.push(player);
callback({
player: player,
});
});
socket.on("Hello", (callback) => {
@ -32,109 +28,106 @@ io.on("connection", (socket) => {
});
});
socket.on("room creation", (player) => {
room = new Room();
room.addPlayer(player);
socket.on("room creation", (id, callback) => {
let room = new Room();
room.addPlayer(players.find((p) => p.id === id));
rooms.push(room);
callback({
roomId: room.id,
});
});
socket.on("ask for room", (roomId, id) => {
let room = rooms.find((r) => r.id === roomId);
room.addPlayer(players.find((p) => p.id === id));
room.validBoards();
socket.on("ask for room", (player) => {
room.addPlayer(player);
game = new Game(room);
game.validBoards();
game.room.players.forEach((player) => {
io.to(player.socketId).emit("start game");
room.players.forEach((player) => {
io.to(player.id).emit("start game");
});
game.start();
room.start();
});
socket.on("play", (id, move) => {
game.modifyEnnemyGrid(id, move);
game.move(move);
socket.on("play", (roomId, id, move) => {
let room = rooms.find((r) => r.id === roomId);
room.move(move);
});
socket.on("get player", (id, callback) => {
let out = "";
players.forEach((p) => {
if (p.socketId === id) {
out = p;
}
});
const out = players.find((p) => p.id === id);
callback({
player: out,
});
});
socket.on("get ennemy", (id, callack) => {
let out = "";
players.forEach((p) => {
if (p.socketId !== id) {
out = p;
}
});
socket.on("get ennemy", (roomId, id, callack) => {
const out = players.find((p) => p.id !== id)
//const out = rooms.find((r) => r.id === roomId)
// .players.find((p) => p.id !== id);
callack({
player: out,
});
});
socket.on("update grid", (id, grid, callback) => {
players.forEach((p) => {
if (p.socketId === id) {
p.grid = grid;
}
});
const player = players.find((p) => p.id === id);
player.grid = grid;
callback({
status: true,
});
});
socket.on("update piece", (playerId, piece) => {
players.forEach((p) => {
if (p.socketId === playerId) {
for (let i = 0; i < p.pieces.length; i++) {
if (p.pieces[i].id === piece.id) {
p.pieces[i] = piece;
}
}
}
});
const player = players.find((p) => p.id === playerId);
const index = player.pieces.findIndex((p) => p.id === piece.id);
player.pieces[index] = piece;
});
socket.on("change selection status", (playerId, pieceId, status) => {
players.forEach((p) => {
if (p.id === playerId) {
p.pieces.forEach((piece) => {
if (piece.id === pieceId) {
piece.isSelected = status;
}
});
}
});
players
.find((p) => p.id === playerId)
.pieces.find((piece) => piece.id === pieceId).isSelected = status;
});
});
const askToPlay = (game) => {
io.to(game.actualPlayer.socketId).emit("play");
console.log(game.actualPlayer)
io.to(game.actualPlayer).emit("play");
};
const playedMoove = (game, isHit, isWin) => {
game.room.players.forEach((player) => {
io.to(player.socketId).emit("played move", isHit, isWin);
game.players.forEach((player) => {
io.to(player.id).emit("played move", isHit, isWin);
});
};
class Game {
class Room {
constructor(room) {
this.id = this.generateRoomId(); // change the id with something prettier
this.players = [];
this.room = room;
this.actualPlayer = "";
this.ennemy = "";
}
addPlayer(player) {
this.players.push(player);
}
start() {
let rand = Math.floor(Math.random() * (1 - 0 + 1) + 0);
this.actualPlayer = this.room.players[rand];
this.actualPlayer = this.players[rand].id;
rand === 0
? (this.ennemy = this.room.players[1])
: (this.ennemy = this.room.players[0]);
? (this.ennemy = this.players[1].id)
: (this.ennemy = this.players[0].id);
players.forEach((p) => {
for (let i = 0; i < p.pieces.length; i++) {
@ -154,44 +147,41 @@ class Game {
}
*/
modifyEnnemyGrid(id, move) {
players.forEach((p) => {
if (p.socketId !== id) {
p.grid.cases[move.col][move.row].isPlayed = true;
}
});
}
move(move) {
let playedCase = this.ennemy.grid.cases[move.col][move.row];
let playedCase = this.players.find((p) => p.id === this.ennemy).grid.cases[move.col][move.row];
if (playedCase.isPlayed === false) {
playedCase.isPlayed = true;
let isHit = playedCase.isShip;
let isWin = this.checkWin();
playedMoove(this, isHit, isWin);
let temp = this.actualPlayer;
players.find((p) => p.id === this.ennemy).grid.cases[move.col][move.row].isPlayed = true;
playedMoove(this, playedCase.isShip, this.checkWin());
let tmp = this.actualPlayer;
this.actualPlayer = this.ennemy;
this.ennemy = temp;
this.ennemy = tmp;
}
askToPlay(this);
}
checkWin() {
const e = this.players.find((p) => p.id === this.ennemy);
let w = true;
for (let i = 0; i < this.ennemy.grid.cases.length; i++) {
for (let j = 0; j < this.ennemy.grid.cases.length; j++) {
let c = this.ennemy.grid.cases[i][j];
for (let i = 0; i < e.grid.cases.length; i++) {
for (let j = 0; j < e.grid.cases.length; j++) {
let c = e.grid.cases[i][j];
if (c.isShip && !c.isPlayed) {
w = false;
break;
}
}
}
return w;
}
validBoards() {
this.room.players.forEach((player) => {
this.players.forEach((player) => {
player.pieces.forEach((piece) => {
for (let i = piece.startPos.x; i <= piece.endPos.x; i++) {
for (let j = piece.startPos.y; j <= piece.endPos.y; j++) {
@ -201,4 +191,17 @@ class Game {
});
});
}
generateRoomId() {
const characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
const idLength = 5;
let roomId = '';
for (let i = 0; i < idLength; i++) {
const randomIndex = Math.floor(Math.random() * characters.length);
roomId += characters[randomIndex];
}
return roomId;
}
}

@ -4,8 +4,7 @@ const { Piece } = require("./Piece.js");
class Player {
constructor(socketId) {
this.id = uuid.v4();
this.socketId = socketId;
this.id = socketId;
this.grid = new Grid();
this.pieces = [];
this.pieces.push(new Piece(1, { x: 0, y: 0 }, { x: 0, y: 0 }));

@ -1,16 +0,0 @@
const uuid = require("uuid");
class Room {
constructor() {
this.id = uuid.v4();
this.players = [];
}
addPlayer(player) {
this.players.push(player);
}
}
module.exports = {
Room,
};

@ -8,11 +8,15 @@
<title>Maettleship</title>
</head>
<body>
<div id="roomkeyHolder">
</div>
<div id="loader">
<button class="btn-primary" id="start" type="submit">
Create private room
</button>
<input type="text" class="input-container" id="roomKey" minlength="2" placeholder="room key" required>
<button class="btn-primary" id="join" type="submit">
Join room
</button>

@ -1,4 +1,4 @@
import { sendMove, socket } from "./index.js";
import { sendMove, socket, roomId } from "./index.js";
const ownCanvas = document.getElementById("own_board");
const ownCtx = ownCanvas.getContext("2d");
@ -70,7 +70,7 @@ export function drawGrid() {
export function drawEnnemyGrid() {
ennemyCtx.strokeStyle = "red";
socket.emit("get ennemy", socket.id, (response) => {
socket.emit("get ennemy", roomId, socket.id, (response) => {
let player = response.player;
for (let i = 0; i < player.grid.cases.length; i++) {
for (let j = 0; j < player.grid.cases.length; j++) {
@ -198,6 +198,7 @@ function validMoove(player, piece, movement) {
function clickNewCase(piece) {
const clickNewCasehandler = function (event) {
let selectedCase = getCursorPosition(ownCanvas, event);
socket.emit("get player", socket.id, (response) => {
let player = response.player;
player.pieces.forEach((p) => {
@ -316,11 +317,11 @@ function clickChoose(event) {
let oldPieceId = selectedPiece.id;
player.pieces.forEach((p) => {
if (p.id === oldPieceId) {
socket.emit("change selection status", player.id, p.id, false);
socket.emit("change selection status", socket.id, p.id, false);
}
if (p.id === piece.id) {
selectedPiece = p;
socket.emit("change selection status", player.id, p.id, true);
socket.emit("change selection status", socket.id, p.id, true);
}
});
}

@ -1,19 +1,20 @@
import { drawGrid, drawEnnemyGrid, play, selectPiece } from "./game.js";
export const socket = io();
export let roomId = "";
function startConnection() {
socket.emit("first connection", socket.id, (response) => {
socket.emit("first connection", socket.id)
drawGrid();
selectPiece();
document
.querySelector("#start")
.addEventListener("click", onCreateRoom(response.player));
.addEventListener("click", onCreateRoom());
document
.querySelector("#join")
.addEventListener("click", onJoinRoom(response.player));
});
.addEventListener("click", onJoinRoom());
}
socket.on("start game", () => {
@ -56,29 +57,39 @@ socket.on("played move", (isHit, isWin) => {
export function sendMove(move) {
const notification = document.querySelector("#play_notification");
socket.emit("play", socket.id, move);
socket.emit("play", roomId, socket.id, move);
notification.classList.add("hidden-element");
}
function onCreateRoom(player) {
function onCreateRoom() {
const handler = function (event) {
event.preventDefault();
const loader = document.querySelector("#loader");
const roomkeyHolder = document.querySelector("#roomkeyHolder");
loader.classList.add("hidden-element");
socket.emit("room creation", player);
socket.emit("room creation", socket.id, (response) => {
roomId = response.roomId;
roomkeyHolder.innerHTML += `Your room key is : <strong>` + roomId + `</strong>`;
});
};
return handler;
}
function onJoinRoom(player) {
function onJoinRoom() {
const handler = function (event) {
event.preventDefault();
const loader = document.querySelector("#loader");
const roomKey = document.querySelector("#roomKey").value;
const roomkeyHolder = document.querySelector("#roomkeyHolder");
loader.classList.add("hidden-element");
socket.emit("ask for room", player);
roomId = roomKey;
roomkeyHolder.innerHTML += `Your room key is : <strong>` + roomId + `</strong>`;
socket.emit("ask for room", roomKey, socket.id);
};
return handler;

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