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178 lines
5.1 KiB
178 lines
5.1 KiB
import { Ball } from './Ball'
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import { type WebSocket } from 'ws'
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import { formatWebsocketData, Point, Rect } from './utils'
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import { Player } from './Player'
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import {
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DEFAULT_BALL_SIZE,
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DEFAULT_PADDLE_SIZE,
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DEFAULT_PLAYER_X_OFFSET,
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DEFAULT_WIN_SCORE,
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GAME_EVENTS,
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GAME_TICKS
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} from './constants'
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import { randomUUID } from 'crypto'
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import { Spectator } from './Spectator'
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import { type MapDtoValidated } from '../dtos/MapDtoValidated'
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import { type GameUpdate } from '../dtos/GameUpdate'
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import { type GameInfo } from '../dtos/GameInfo'
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import { type PongService } from '../pong.service'
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export class Game {
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id: string
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timer: NodeJS.Timer | null
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map: MapDtoValidated
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ball: Ball
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players: Player[] = []
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spectators: Spectator[] = []
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playing: boolean
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ranked: boolean
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gameStoppedCallback: (name: string) => void
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constructor (
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sockets: WebSocket[],
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uuids: string[],
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names: string[],
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map: MapDtoValidated,
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gameStoppedCallback: (name: string) => void,
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private readonly pongService: PongService,
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ranked: boolean
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) {
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this.id = randomUUID()
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this.timer = null
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this.playing = false
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this.ranked = ranked
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this.map = map
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this.gameStoppedCallback = gameStoppedCallback
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this.ball = new Ball(new Point(this.map.size.x / 2, this.map.size.y / 2))
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for (let i = 0; i < uuids.length; i++) {
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this.addPlayer(sockets[i], uuids[i], names[i])
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}
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}
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getGameInfo (name: string): GameInfo {
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const yourPaddleIndex = this.players.findIndex((p) => p.name === name)
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return {
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mapSize: this.map.size,
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yourPaddleIndex,
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gameId: this.id,
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walls: this.map.walls,
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paddleSize: DEFAULT_PADDLE_SIZE,
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playerXOffset: DEFAULT_PLAYER_X_OFFSET,
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ballSize: DEFAULT_BALL_SIZE,
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winScore: DEFAULT_WIN_SCORE,
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ranked: this.ranked
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}
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}
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addSpectator (socket: WebSocket, uuid: string, name: string): void {
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this.spectators.push(new Spectator(socket, uuid, name))
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console.log(`Added spectator ${name}`)
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}
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private addPlayer (socket: WebSocket, uuid: string, name: string): void {
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let paddleCoords = new Point(DEFAULT_PLAYER_X_OFFSET, this.map.size.y / 2)
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if (this.players.length === 1) {
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paddleCoords = new Point(
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this.map.size.x - DEFAULT_PLAYER_X_OFFSET,
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this.map.size.y / 2
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)
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}
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this.players.push(
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new Player(socket, uuid, name, paddleCoords, this.map.size)
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)
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if (this.ranked) {
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this.ready(name)
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}
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}
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ready (name: string): void {
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const playerIndex: number = this.players.findIndex((p) => p.name === name)
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if (playerIndex !== -1 && !this.players[playerIndex].ready) {
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this.players[playerIndex].ready = true
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console.log(`${this.players[playerIndex].name} is ready`)
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if (this.players.length === 2 && this.players.every((p) => p.ready)) {
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this.start()
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}
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}
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}
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private start (): void {
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if (this.timer === null && this.players.length === 2) {
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this.ball = new Ball(new Point(this.map.size.x / 2, this.map.size.y / 2))
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this.players.forEach((p) => {
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p.newGame()
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})
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this.playing = true
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this.broadcastGame(formatWebsocketData(GAME_EVENTS.START_GAME))
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this.timer = setInterval(this.gameLoop.bind(this), 1000 / GAME_TICKS)
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console.log(`Game ${this.id} started`)
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}
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}
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async stop (): Promise<void> {
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if (this.timer !== null) {
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await this.pongService.saveResult(this.players)
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if (this.players.length !== 0) {
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this.gameStoppedCallback(this.players[0].name)
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}
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clearInterval(this.timer)
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this.timer = null
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this.players = []
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this.playing = false
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}
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}
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movePaddle (name: string | undefined, position: Point): void {
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const playerIndex: number = this.players.findIndex((p) => p.name === name)
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if (this.timer !== null && playerIndex !== -1) {
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this.players[playerIndex].paddle.move(position.y)
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}
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}
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private broadcastGame (data: string): void {
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this.players.forEach((p) => {
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p.socket.send(data)
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})
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this.spectators.forEach((s) => {
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s.socket.send(data)
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})
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}
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isPlaying (): boolean {
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return this.playing
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}
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private gameLoop (): void {
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const canvasRect: Rect = new Rect(
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new Point(this.map.size.x / 2, this.map.size.y / 2),
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new Point(this.map.size.x, this.map.size.y)
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)
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this.ball.update(
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canvasRect,
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this.players.map((p) => p.paddle),
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this.map
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)
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const indexPlayerScored: number = this.ball.getIndexPlayerScored()
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if (indexPlayerScored !== -1) {
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this.players[indexPlayerScored].score += 1
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if (this.players[indexPlayerScored].score >= DEFAULT_WIN_SCORE) {
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console.log(`${this.players[indexPlayerScored].name} won`)
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void this.stop()
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}
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}
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const data: GameUpdate = {
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paddlesPositions: this.players.map((p) => p.paddle.rect.center),
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ballPosition: this.ball.rect.center,
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scores: this.players.map((p) => p.score)
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}
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const websocketData: string = formatWebsocketData(
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GAME_EVENTS.GAME_TICK,
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data
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)
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this.broadcastGame(websocketData)
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}
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}
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