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import { Ball } from "./Ball";
import { type Socket } from "socket.io";
import { Point, Rect } from "./utils";
import { Player } from "./Player";
import {
DEFAULT_BALL_INITIAL_SPEED,
DEFAULT_BALL_SIZE,
DEFAULT_PADDLE_SIZE,
DEFAULT_WIN_SCORE,
GAME_EVENTS,
GAME_TICKS,
} from "./constants";
import { randomUUID } from "crypto";
import { type MapDtoValidated } from "../dtos/MapDtoValidated";
import { type GameUpdate } from "../dtos/GameUpdate";
import { type GameInfo } from "../dtos/GameInfo";
import { type PongService } from "../pong.service";
export class Game {
id: string;
timer: NodeJS.Timer | null;
map: MapDtoValidated;
ball: Ball;
players: Player[] = [];
ranked: boolean;
initialBallSpeed: Point;
waitingForTimeout: boolean;
gameStoppedCallback: (name: string) => void;
constructor(
sockets: Socket[],
uuids: string[],
names: string[],
map: MapDtoValidated,
gameStoppedCallback: (name: string) => void,
private readonly pongService: PongService,
ranked: boolean,
initialBallSpeed: Point = DEFAULT_BALL_INITIAL_SPEED.clone()
) {
this.id = randomUUID();
this.timer = null;
this.ranked = ranked;
this.waitingForTimeout = false;
this.map = map;
this.gameStoppedCallback = gameStoppedCallback;
this.initialBallSpeed = initialBallSpeed;
this.ball = new Ball(
new Point(this.map.size.x / 2, this.map.size.y / 2),
initialBallSpeed
);
for (let i = 0; i < uuids.length; i++) {
this.addPlayer(sockets[i], uuids[i], names[i]);
}
}
getGameInfo(name: string): GameInfo {
const yourPaddleIndex = this.players.findIndex((p) => p.name === name);
return {
mapSize: this.map.size,
yourPaddleIndex,
gameId: this.id,
walls: this.map.walls,
paddleSize: DEFAULT_PADDLE_SIZE,
ballSize: DEFAULT_BALL_SIZE,
winScore: DEFAULT_WIN_SCORE,
ranked: this.ranked,
};
}
private addPlayer(socket: Socket, uuid: string, name: string): void {
let paddleCoords = new Point(
DEFAULT_PADDLE_SIZE.x / 2,
this.map.size.y / 2
);
if (this.players.length === 1) {
paddleCoords = new Point(
this.map.size.x - DEFAULT_PADDLE_SIZE.x / 2,
this.map.size.y / 2
);
}
this.players.push(
new Player(socket, uuid, name, paddleCoords, this.map.size)
);
if (this.ranked) {
this.ready(name);
}
}
ready(name: string): void {
const playerIndex: number = this.players.findIndex((p) => p.name === name);
if (playerIndex !== -1 && !this.players[playerIndex].ready) {
this.players[playerIndex].ready = true;
console.log(`${this.players[playerIndex].name} is ready`);
if (this.players.length === 2 && this.players.every((p) => p.ready)) {
this.start();
}
}
}
private start(): void {
if (this.timer === null && this.players.length === 2) {
this.ball = new Ball(
new Point(this.map.size.x / 2, this.map.size.y / 2),
this.initialBallSpeed
);
this.players.forEach((p) => {
void this.pongService.setInGame(p.name);
p.newGame();
});
this.broadcastGame(GAME_EVENTS.START_GAME);
this.timer = setInterval(this.gameLoop.bind(this), 1000 / GAME_TICKS);
console.log(`Game ${this.id} starting in 3 seconds`);
this.waitingForTimeout = true;
new Promise((resolve) => setTimeout(resolve, 3000))
.then(() => (this.waitingForTimeout = false))
.catch(() => {});
}
}
stop(): void {
if (this.timer !== null) {
clearInterval(this.timer);
}
this.timer = null;
this.pongService
.saveResult(this.players, this.ranked, DEFAULT_WIN_SCORE)
.then(() => {
this.gameStoppedCallback(this.players[0].name);
this.players = [];
})
.catch(() => {
this.gameStoppedCallback(this.players[0].name);
this.players = [];
});
}
movePaddle(name: string | undefined, position: Point): void {
const playerIndex: number = this.players.findIndex((p) => p.name === name);
if (this.timer !== null && playerIndex !== -1) {
this.players[playerIndex].paddle.move(position.y);
}
}
private broadcastGame(event: string, data?: any): void {
this.players.forEach((p) => {
p.socket.emit(event, data);
});
}
private gameLoop(): void {
if (this.waitingForTimeout) {
return;
}
const canvasRect: Rect = new Rect(
new Point(this.map.size.x / 2, this.map.size.y / 2),
new Point(this.map.size.x, this.map.size.y)
);
this.ball.update(
canvasRect,
this.players.map((p) => p.paddle),
this.map
);
const indexPlayerScored: number = this.ball.getIndexPlayerScored();
if (indexPlayerScored !== -1) {
this.players[indexPlayerScored].score += 1;
if (this.players[indexPlayerScored].score >= DEFAULT_WIN_SCORE) {
console.log(`${this.players[indexPlayerScored].name} won`);
this.stop();
}
}
const data: GameUpdate = {
paddlesPositions: this.players.map((p) => p.paddle.rect.center),
ballSpeed: this.ball.speed,
ballPosition: this.ball.rect.center,
scores: this.players.map((p) => p.score),
};
this.broadcastGame(GAME_EVENTS.GAME_TICK, data);
}
}