added name change endpoints, added puzzle generation, fixed name collisions and stylized name change dialog
This commit is contained in:
parent
1bfea694f6
commit
d213fced52
30
index.html
30
index.html
@ -32,13 +32,6 @@
|
|||||||
margin-top: 0;
|
margin-top: 0;
|
||||||
font-size: 18px;
|
font-size: 18px;
|
||||||
}
|
}
|
||||||
|
|
||||||
dialog label {
|
|
||||||
display: block;
|
|
||||||
margin-bottom: 8px;
|
|
||||||
font-size: 14px;
|
|
||||||
font-weight: bold;
|
|
||||||
}
|
|
||||||
.nameInput {
|
.nameInput {
|
||||||
text-align: center;
|
text-align: center;
|
||||||
}
|
}
|
||||||
@ -47,13 +40,15 @@
|
|||||||
<body>
|
<body>
|
||||||
<!-- Dialog -->
|
<!-- Dialog -->
|
||||||
<dialog class="nameDialog">
|
<dialog class="nameDialog">
|
||||||
<h2>Change Your Name?</h2>
|
<div class="flx(column) space-evenly">
|
||||||
<label for="nameInput">Name:</label>
|
<h2>Change Your Name?</h2>
|
||||||
<input type="text" class="nameInput" />
|
<label for="nameInput">Name:</label>
|
||||||
|
<input type="text" class="nameInput is-round" style="padding: .25rem; ">
|
||||||
|
<div class="mt-4 flx(wrap) space-evenly">
|
||||||
|
<button class="saveButton btn is-success is-round mr-1 div-shadow">save</button>
|
||||||
|
<button class="closeDialogButton btn is-error is-round ml-1 div-shadow">close</button>
|
||||||
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<button class="saveButton">Save</button>
|
|
||||||
<button class="closeDialogButton">Close</button>
|
|
||||||
</div>
|
|
||||||
</dialog>
|
</dialog>
|
||||||
|
|
||||||
<button id="create-room">Create Room</button>
|
<button id="create-room">Create Room</button>
|
||||||
@ -347,6 +342,14 @@
|
|||||||
document.getElementById("start-game").style.display = "inline";
|
document.getElementById("start-game").style.display = "inline";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (message.type === "changed_name_you") {
|
||||||
|
window.you = message.you;
|
||||||
|
console.log('server has changed your name!');
|
||||||
|
}
|
||||||
|
if (message.type === "changed_name") {
|
||||||
|
drawPlayers(message);
|
||||||
|
console.log('server has changed your name!');
|
||||||
|
}
|
||||||
if (message.type === "joined_room_you") {
|
if (message.type === "joined_room_you") {
|
||||||
window.you = message.you;
|
window.you = message.you;
|
||||||
}
|
}
|
||||||
@ -366,6 +369,7 @@
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (message.type === "game_started") {
|
if (message.type === "game_started") {
|
||||||
|
console.log(message);
|
||||||
document.getElementById("status").innerText = "The game has started!";
|
document.getElementById("status").innerText = "The game has started!";
|
||||||
document.getElementById("start-game").style.display = "none";
|
document.getElementById("start-game").style.display = "none";
|
||||||
document.getElementById("start-game").style.display = "inline";
|
document.getElementById("start-game").style.display = "inline";
|
||||||
|
60
server.js
60
server.js
@ -40,6 +40,35 @@ function getRandomName() {
|
|||||||
|
|
||||||
function loadCurrentPuzzle(gameStateObject) {
|
function loadCurrentPuzzle(gameStateObject) {
|
||||||
console.log(gameStateObject);
|
console.log(gameStateObject);
|
||||||
|
//calculate the puzzle for now we'll just go through however many iterations there are
|
||||||
|
//for each slot
|
||||||
|
let letterArray = gameStateObject.puzzles[gameStateObject.puzzleLevel].answer.split('');
|
||||||
|
const given =gameStateObject.puzzles[gameStateObject.puzzleLevel].given;
|
||||||
|
console.log('letterArray',letterArray);
|
||||||
|
let puzzleArray = [];
|
||||||
|
for (let letter of letterArray) {
|
||||||
|
if (letter == ' ') {
|
||||||
|
puzzleArray.push(' ');
|
||||||
|
}
|
||||||
|
letterFound = false;
|
||||||
|
for (let g of given ) {
|
||||||
|
if(g.toUpperCase() == letter.toUpperCase()) {
|
||||||
|
puzzleArray.push(g);
|
||||||
|
letterFound = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!letterFound) {puzzleArray.push('');}
|
||||||
|
|
||||||
|
}
|
||||||
|
console.log(puzzleArray);
|
||||||
|
gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle = puzzleArray;
|
||||||
|
return {
|
||||||
|
'puzzleLevel':gameStateObject.puzzleLevel,
|
||||||
|
'given':gameStateObject.puzzles[gameStateObject.puzzleLevel].given,
|
||||||
|
'category':gameStateObject.puzzles[gameStateObject.puzzleLevel].category,
|
||||||
|
'puzzle':puzzleArray,
|
||||||
|
'levelsRemaining':(gameStateObject.puzzles.length - 1 - gameStateObject.puzzleLevel)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -48,24 +77,50 @@ wss.on("connection", (ws) => {
|
|||||||
ws.on("message", (message) => {
|
ws.on("message", (message) => {
|
||||||
const data = JSON.parse(message);
|
const data = JSON.parse(message);
|
||||||
if (data.type === "change_name") {
|
if (data.type === "change_name") {
|
||||||
|
const roomCode = ws.roomCode;
|
||||||
const room = rooms[ws.roomCode];
|
const room = rooms[ws.roomCode];
|
||||||
console.log(room);
|
console.log(room);
|
||||||
console.log(room.leader.name,room.clients[0].name);
|
console.log(room.leader.name,room.clients[0].name);
|
||||||
|
console.log(room.clients.filter((i)=> i.name == data.deadName));
|
||||||
|
console.log(ws.name,ws.identifierToken);
|
||||||
//change names in all places.
|
//change names in all places.
|
||||||
//if the leader wants to change their name account for this
|
//if the leader wants to change their name account for this
|
||||||
//note this could probably be exploited oneday and break the game but whatever
|
//note this could probably be exploited oneday and break the game but whatever
|
||||||
//since there is no logging in of users this is bound to happen.
|
//since there is no logging in of users this is bound to happen.
|
||||||
|
|
||||||
if (room.leader.name == data.deadName) {
|
//find the names by index using the identifier Token which i user can't easily create
|
||||||
|
//a name collision.
|
||||||
|
const nameToChange = room.clients.findIndex((i)=> i.identifierToken == ws.identifierToken )
|
||||||
|
console.log(nameToChange);
|
||||||
|
if (nameToChange != -1) {
|
||||||
|
room.clients[nameToChange].name = data.newName;
|
||||||
|
}
|
||||||
|
if (room.leader.identifierToken == room.clients[nameToChange].identifierToken) {
|
||||||
room.leader.name = data.newName;
|
room.leader.name = data.newName;
|
||||||
}
|
}
|
||||||
//if the user is not the leader, in theory just change the name on the clients list
|
//if the user is not the leader, in theory just change the name on the clients list
|
||||||
//not sure if it exists in other places but test and see
|
//not sure if it exists in other places but test and see
|
||||||
|
|
||||||
|
//send name changed event to client, similar to joined room but it will work when people are in game.
|
||||||
|
ws.send(JSON.stringify({
|
||||||
|
type: "changed_name_you", roomCode,
|
||||||
|
isLeader: rooms[roomCode].leader === ws,
|
||||||
|
you:data.newName
|
||||||
|
}));
|
||||||
|
room.clients.forEach((client) => {
|
||||||
|
client.send(JSON.stringify({
|
||||||
|
type: "changed_name", roomCode,
|
||||||
|
isLeader: room.leader === ws ,
|
||||||
|
clients: room.clients.map((i)=> i.name),
|
||||||
|
leaderName:room.leader.name
|
||||||
|
}));
|
||||||
|
});
|
||||||
|
|
||||||
}
|
}
|
||||||
if (data.type === "create_room") {
|
if (data.type === "create_room") {
|
||||||
const roomCode = uuidv4().slice(0, 5);
|
const roomCode = uuidv4().slice(0, 5);
|
||||||
ws.name = getRandomName();
|
ws.name = getRandomName();
|
||||||
|
ws.identifierToken = uuidv4().slice(0, 5);
|
||||||
rooms[roomCode] = {
|
rooms[roomCode] = {
|
||||||
clients: [ws],
|
clients: [ws],
|
||||||
leader: ws,
|
leader: ws,
|
||||||
@ -97,10 +152,10 @@ wss.on("connection", (ws) => {
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
ws.name = getRandomName();
|
ws.name = getRandomName();
|
||||||
|
ws.identifierToken = uuidv4().slice(0, 5);
|
||||||
rooms[roomCode].clients.push(ws);
|
rooms[roomCode].clients.push(ws);
|
||||||
ws.roomCode = roomCode;
|
ws.roomCode = roomCode;
|
||||||
const room = rooms[ws.roomCode];
|
const room = rooms[ws.roomCode];
|
||||||
|
|
||||||
ws.send(JSON.stringify({
|
ws.send(JSON.stringify({
|
||||||
type: "joined_room_you", roomCode,
|
type: "joined_room_you", roomCode,
|
||||||
isLeader: rooms[roomCode].leader === ws,
|
isLeader: rooms[roomCode].leader === ws,
|
||||||
@ -125,6 +180,7 @@ wss.on("connection", (ws) => {
|
|||||||
const room = rooms[ws.roomCode];
|
const room = rooms[ws.roomCode];
|
||||||
room.gameState.started = true;
|
room.gameState.started = true;
|
||||||
console.log('game started for:',room);
|
console.log('game started for:',room);
|
||||||
|
|
||||||
if (room && room.leader === ws) {
|
if (room && room.leader === ws) {
|
||||||
room.clients.forEach((client) => {
|
room.clients.forEach((client) => {
|
||||||
client.send(JSON.stringify({
|
client.send(JSON.stringify({
|
||||||
|
Loading…
Reference in New Issue
Block a user