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https://github.com/thib8956/tic-tac-toe-ws.git
synced 2024-11-17 01:16:33 +00:00
reimplement endgame
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parent
0f705ee45a
commit
8333df9580
42
client.mts
42
client.mts
@ -27,6 +27,7 @@ let circle = true;
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let pendingEvts: Point[] = [];
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let shapes: Shape[] = [];
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let myId: number | null = null;
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let canvasMsg: string = "Offline";
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function drawGridBackground(ctx: CanvasRenderingContext2D, origin: Point) {
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ctx.strokeStyle = "white";
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@ -53,7 +54,7 @@ function resizeCanvas(ctx: CanvasRenderingContext2D) {
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function coordToGridIndex(origin: Point, clientPos: Point): [number, number] | undefined {
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// Coord relative to origin of the grid (origin)
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// Coord relative to origin of the grid (origin)
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const pt = { x: clientPos.x - origin.x, y: clientPos.y - origin.y };
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const gridIndex: [number, number] = [Math.floor(3 * pt.x / GRID_SIZE), Math.floor(3 * pt.y / GRID_SIZE)];
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if (gridIndex[0] >= 0 && gridIndex[0] <= 2 && gridIndex[1] >= 0 && gridIndex[1] <= 2) {
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@ -62,7 +63,7 @@ function coordToGridIndex(origin: Point, clientPos: Point): [number, number] | u
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return undefined;
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}
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function handlePendingEvts(gridOrigin: Point, ws: WebSocket) {
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function handlePendingEvts(ws: WebSocket, gridOrigin: Point) {
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for (const evt of pendingEvts) {
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const gridIndex = coordToGridIndex(gridOrigin, evt);
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if (gridIndex) {
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@ -74,22 +75,6 @@ function handlePendingEvts(gridOrigin: Point, ws: WebSocket) {
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pendingEvts = [];
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}
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/*function drawGrid(ctx: CanvasRenderingContext2D, grid: number[]){
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for (let y = 0; y < 3; ++y) {
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for (let x = 0; x < 3; ++x) {
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switch (grid[y*3+x]) {
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case 0: ctx.fillStyle = "black"; break;
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case myId: ctx.fillStyle = "green"; break;
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default: ctx.fillStyle = "blue"; break;
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}
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const rx = x + x * 100;
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const ry = y + y * 100;
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ctx.fillRect(rx, ry, 90, 90);
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}
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}
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}*/
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function drawCircle(ctx: CanvasRenderingContext2D, center: Point) {
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const radius = SHAPE_SIZE/2;
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ctx.beginPath();
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@ -137,14 +122,20 @@ function updateGridState(ctx: CanvasRenderingContext2D, gridOrigin: Point) {
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}
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}
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// update loop, called every frame
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function update(ctx: CanvasRenderingContext2D, time: number, ws: WebSocket) {
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const gridOrigin: Point = {
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x: ctx.canvas.width / 2 - GRID_SIZE / 2,
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y: ctx.canvas.height / 2 - GRID_SIZE / 2
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};
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.fillStyle = "white";
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ctx.font = "24px sans-serif";
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ctx.fillText(canvasMsg, 10, 30);
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drawGridBackground(ctx, gridOrigin);
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handlePendingEvts(gridOrigin, ws);
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handlePendingEvts(ws, gridOrigin);
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updateGridState(ctx, gridOrigin);
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window.requestAnimationFrame(t => update(ctx, t, ws));
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@ -174,7 +165,8 @@ function init() {
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switch (msg.kind) {
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case "hello": {
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myId = (msg.data as Hello).id;
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console.log(`connected to server with id ${myId}`);
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canvasMsg = `connected to server with id ${myId}`;
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console.log(canvasMsg);
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break;
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}
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case "update": {
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@ -182,6 +174,16 @@ function init() {
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console.log(grid);
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break;
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}
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case "endgame": {
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const issue = (msg.data as EndGame).issue;
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switch (issue) {
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case "win": canvasMsg = "you won"; break;
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case "lose": canvasMsg = "you lose"; break;
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case "draw": canvasMsg = "it's a draw!"; break;
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default: throw new Error(`unexpected ${issue}`);
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}
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break;
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}
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default: {
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console.warn("unhandled message kind:", msg.kind);
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break;
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@ -5,6 +5,7 @@ const port = 1234
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const wss = new WebSocketServer({ port });
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let grid = [0, 0, 0, 0, 0, 0, 0, 0, 0]
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let endGame = false;
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console.log(`waiting for connection on ws://localhost:${port}`);
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@ -42,7 +43,7 @@ wss.on("connection", (ws) => {
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currentPlayer = player;
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}
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if (clients.length < 2 || player!.id != currentPlayer?.id) {
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if (clients.length < 2 || player!.id != currentPlayer?.id || endGame) {
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return;
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}
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@ -68,6 +69,7 @@ wss.on("connection", (ws) => {
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data: { issue: "draw" } as EndGame
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};
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c.ws.send(JSON.stringify(msg));
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endGame = true;
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}
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} else {
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console.log(`player ${winnerId} won !`);
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