added guessing logic, still needs front end testing

This commit is contained in:
Meleeman01 2025-01-14 23:15:44 -06:00
parent c8bfab7dbc
commit 7f519d42cb
2 changed files with 108 additions and 17 deletions

View File

@ -343,6 +343,7 @@
//first we draw the spaces
let puzzle = message.puzzle.puzzle;
let puzzleBoard = document.querySelector('.puzzleboard');
let resultingPuzzleBoard = [];
//if the first entry of the puzzle is an array and not a string display the puzzle differently
if (Array.isArray(message.puzzle.puzzle[0])) {
@ -366,6 +367,7 @@
resultingPuzzleBoard.push(Array(12).fill(null));
console.log(resultingPuzzleBoard);
//after we've drawn our data for our board,now its time to visualize it to the user
puzzleBoard.innerHTML = ``;
for(let i of resultingPuzzleBoard) {
for (let j in i) {
const letter = i[j];
@ -438,7 +440,7 @@
document.getElementById("guess-button").onclick = () => {
const letter = document.getElementById("guess-letter").value;
socket.send(JSON.stringify({ type: "guess_letter", letter }));
socket.send(JSON.stringify({ type: "guess_letter", letter}));
document.getElementById("guess-letter").value = ""; // Clear input
};
@ -521,6 +523,11 @@
if (message.type === "guess_result") {
const outcome = message.correct ? "correct" : "incorrect";
document.getElementById("status").innerText = `Guess '${message.letter}' was ${outcome} (${message.player})`;
console.log(message);
if (message.puzzle) {
drawPuzzle(message);
}
}
if (message.type === "new_leader") {

116
server.js
View File

@ -11,7 +11,27 @@ const wheel = [
300,600,300,500,800,550,400,300,900,500,'spin again',
900,'Bankrupt',600,400,300
] //represents wheel in wheel of fortune game.
function removeProp(obj, prop) {
obj = JSON.parse(JSON.stringify(obj))
if(!Array.isArray(prop)){
if (!Object.hasOwn(obj,prop)) {
console.error(`the property '${prop}' you are trying to remove doesn't exist on this object!`)
} else {
delete obj[prop]
}
}
else {
for (let i = 0; i < prop.length; i++) {
const key = prop[i]
if (!Object.hasOwn(obj, key)) {
console.error(`The property '${key}' you are trying to remove doesn't exist on this object!`)
} else {
delete obj[key]
}
}
}
return obj
}
//make sure this is run so puzzles are easier to contruct
function checkPuzzleData(puzzles) {
for(let puzzle in puzzles) {
@ -99,11 +119,10 @@ function loadCurrentPuzzle(gameStateObject) {
formattedPuzzle.push(processPuzzle(letterArray,given))
}
return {
'puzzleLevel':gameStateObject.puzzleLevel,
'answer':gameStateObject.puzzles[gameStateObject.puzzleLevel].answer,
'given':gameStateObject.puzzles[gameStateObject.puzzleLevel].given,
'category':gameStateObject.puzzles[gameStateObject.puzzleLevel].category,
'puzzle':formattedPuzzle,
'levelsRemaining':(gameStateObject.puzzles.length - 1 - gameStateObject.puzzleLevel)
}
}
else {
@ -113,11 +132,10 @@ function loadCurrentPuzzle(gameStateObject) {
//console.log(gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle);
return {
'puzzleLevel':gameStateObject.puzzleLevel,
'answer':gameStateObject.puzzles[gameStateObject.puzzleLevel].answer,
'given':gameStateObject.puzzles[gameStateObject.puzzleLevel].given,
'category':gameStateObject.puzzles[gameStateObject.puzzleLevel].category,
'puzzle':gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle,
'levelsRemaining':(gameStateObject.puzzles.length - 1 - gameStateObject.puzzleLevel)
}
}
}
@ -127,9 +145,33 @@ function checkGuess(letter,gameStateObject) {
const currentPuzzle = gameStateObject.puzzles[gameStateObject.puzzleLevel]
console.log(currentPuzzle)
if (typeof currentPuzzle.puzzle[0] == string) {
if (typeof currentPuzzle.answer == 'string') {
//first create an indexed hashMap
let charArray = currentPuzzle.answer.split('')
let matches = []
for(const c in charArray) {
const char = charArray[c]
if (letter.toUpperCase() == char.toUpperCase()) {
matches.push({id:c,letter:char})
}
}
//if there are any matches write them to the gameState Object
if (!matches.length) {
return false
}
else {
for(const m of matches) {
gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle[m.id] = m.letter
}
console.log('matches found!!!', gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle)
return [true, matches.length]
}
}
else if (Array.isArray(currentPuzzle.answer)) {
//
}
else console.error('invalid input to checkGuess() function',currentPuzzle.puzzle[0])
}
@ -240,11 +282,17 @@ wss.on('connection', (ws) => {
}
if (data.type === 'start_game') {
const room = rooms[ws.roomCode]
const currentPuzzle = loadCurrentPuzzle(room.gameState)
// const clientPuzzle = Object.entries(currentPuzzle).filter(([key])=> key != 'answer')
room.gameState.started = true
room.gameState.turn = ws.name
room.gameState.turnState = 'spin'
room.gameState.players = []
room.gameState.puzzles[room.gameState.puzzleLevel] = currentPuzzle
room.gameState.levelsRemaining = (room.gameState.puzzles.length - 1 - room.gameState.puzzleLevel)
room.clients.forEach((client)=>{
room.gameState.players.push({
id:client.identifierToken,
@ -252,6 +300,7 @@ wss.on('connection', (ws) => {
points:0
})
})
room.gameState.turn = 0
console.log(room.gameState)
console.log('game started for:',room)
@ -260,7 +309,8 @@ wss.on('connection', (ws) => {
client.send(JSON.stringify({
type: 'game_started',
roomCode: ws.roomCode,
puzzle:loadCurrentPuzzle(room.gameState),
// eslint-disable-next-line no-undef
puzzle: removeProp(currentPuzzle,'answer'),
turn:room.gameState.turn,
turnState:room.gameState.turnState
}))
@ -276,9 +326,18 @@ wss.on('connection', (ws) => {
// Handle spin and guess events
if (data.type === 'spin_wheel') {
// Simulate a wheel spin result and update room state
const spinResult = getRandomValue(wheel)
let spinResult = getRandomValue(wheel)
if (spinResult == 'Bankrupt') {
spinResult = 0
}
if (spinResult == 'spin again') {
spinResult = 0
room.gameState.players = room.gameState.players.map((player) => {
return player.id == ws.identifierToken ? {...player, points:player.points + spinResult, condition:'spin again'} : player
})
}
room.gameState.players = room.gameState.players.map((player) => {
return player.id == ws.identifierToken ? {...player, points:spinResult} : player
return player.id == ws.identifierToken ? {...player, points:player.points + spinResult} : player
})
console.log('players', room.gameState.players)
room.gameState.spinResult = spinResult
@ -295,13 +354,38 @@ wss.on('connection', (ws) => {
room.gameState.turnState = 'spin'
const { letter } = data
// Handle guess logic (e.g., check if the letter is in the puzzle)
const correctGuess = Math.random() > 0.5 // Random outcome for simplicity
checkGuess(letter,room.gameState)
room.gameState.lastGuess = { letter, correct: correctGuess }
room.clients.forEach((client) =>
client.send(JSON.stringify({ type: 'guess_result', letter, correct: correctGuess, player: ws === room.leader ? 'Leader' : 'Player' }))
)
const guessResult = checkGuess(letter,room.gameState)
if (!guessResult) {
//if the player guesses incorrectly, and theres more than one player,
//its the next players turn
room.clients.forEach((client) => {
client.send(JSON.stringify(
{ type: 'guess_result', letter,
correct: guessResult,
player: ws === room.leader ? 'Leader' : 'Player' }))
})
if (room.gameState.turn == room.gameState.players.length - 1) {
room.gameState.turn = 0
}
else room.gameState.turn++
}
else {
//the player guessed correctly and its still their turn
room.clients.forEach((client) =>
client.send(JSON.stringify(
{ type: 'guess_result', letter,
correct: guessResult,
player: ws === room.leader ? 'Leader' : 'Player',
puzzle: room.gameState.puzzles[room.gameState.puzzleLevel],
turn:room.gameState.turn,
turnState:room.gameState.turnState
}))
)
}
}
} else {
ws.send(JSON.stringify({ type: 'error', message: 'You are not in this room' }))