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server.js
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189 lines (166 loc) · 5.3 KB
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var express = require('express');
var UUID = require('uuid');
var http = require('http');
var app = express();
var server = app.listen(process.env.PORT || 4000);
var io = require('socket.io')(server);
var game = require('./game.js')
app.use(express.static(__dirname + '/public'));
var currentGame = new game();
var timer;
var emitInterval;
var gameQueue = [];
var setLeftPlayer = function(game, socket) {
game.player.left = socket.userid;
socket.emit('status', {id: socket.userid, status: 'left'});
};
var setRightPlayer = function(game, socket) {
game.player.right = socket.userid;
socket.emit('status', {id: socket.userid, status: 'right'});
};
var setInQueue = function(queue, id) {
queue.push(id)
io.emit('status', {id: id, status: queue.indexOf(id)});
};
var removeFromQueue = function(queue, id) {
var i = queue.indexOf(id);
queue.splice(i, 1);
};
var nextPlayer = function(queue) {
return queue.shift();
};
var setPlayer = function(game, queue, socket) {
if (!game.player.left) {
setLeftPlayer(game, socket);
} else if (!game.player.right) {
setRightPlayer(game, socket);
startTimer(game, queue);
} else {
setInQueue(queue, socket.userid);
}
};
var updateQueue = function(queue) {
for (var i = 0; i < queue.length; i++) {
io.emit('status', {id: queue[i], status: i});
}
};
var updatePlayers = function(game, queue) {
io.emit('status', {id: game.player.left, status: 'left'});
io.emit('status', {id: game.player.right, status: 'right'});
};
var updateAll = function(game, queue) {
updateQueue(queue);
updatePlayers(game, queue);
console.log("clients updated")
};
var replaceRightPaddle = function(game, queue) {
console.log('right player is being replaced')
if (game.player.right) {
setInQueue(queue, game.player.right)
}
game.player.right = nextPlayer(queue);
if (game.player.right) {
startTimer(game, queue)
}
console.log(game.player.left + " left")
console.log(game.player.right + " right")
console.log(queue)
updateAll(game, queue);
};
var stopGameDisconnect = function(game) {
game.stopGame();
clearInterval(emitInterval)
game.reset();
clearTimeout(timer)
};
var startTimer = function(game, queue) {
timer = setTimeout(function() {
if (!game.inProgress) {
console.log('right player timed out')
replaceRightPaddle(game, queue)
}
}, 30000)
};
io.on('connection', function (socket) {
socket.userid = UUID(); //set connection with an id
console.log(socket.userid + " connected")
socket.emit('onconnected', function() {
data = currentGame.constants(); //send id and constants to the client
data.id = socket.userid;
return data
}());
setPlayer(currentGame, gameQueue, socket); //on connection place the player
console.log(currentGame.player.right + " right");
console.log(currentGame.player.left + " left");
console.log(gameQueue);
socket.on('start', function(data) {
if (data.id === currentGame.player.right) {
console.log('game started')
clearTimeout(timer);
currentGame.start(function(results) { //game start takes a callback that has the results as an object
clearInterval(emitInterval); //stop broadcasting the game
console.log('game ended')
currentGame.reset();
setInQueue(gameQueue, results.loser); //move loser to the queue
currentGame.player.left = results.winner; //winner goes to left paddle and right paddle is replaced
currentGame.player.right = nextPlayer(gameQueue);
startTimer(currentGame, gameQueue);
updateAll(currentGame, gameQueue); //notify the clients of new positions
})
emitInterval = setInterval(function() {
io.emit('gameState', currentGame.state());
}, 16);
}
});
socket.on('disconnect', function() {
if (this.userid === currentGame.player.left) {
var holder = currentGame.player.right;
console.log(currentGame.player.left + " disconnected left player")
stopGameDisconnect(currentGame, gameQueue);
currentGame.player.left = holder;
replaceRightPaddle(currentGame, gameQueue);
} else if (this.userid === currentGame.player.right) {
var holder = currentGame.player.left;
console.log(currentGame.player.right + " disconnected right player")
stopGameDisconnect(currentGame, gameQueue);
currentGame.player.left = holder;
replaceRightPaddle(currentGame, gameQueue);
} else {
console.log(this.userid + " disconnected from the queue")
removeFromQueue(gameQueue, this.userid)
updateQueue(gameQueue);
}
});
socket.on('move up', function (data) {
if (data.id === currentGame.player.left) {
currentGame.paddleL.upPressed = true;
}
if (data.id === currentGame.player.right) {
currentGame.paddleR.upPressed = true;
}
});
socket.on('move down', function (data) {
if (data.id === currentGame.player.left) {
currentGame.paddleL.downPressed = true;
}
if (data.id === currentGame.player.right) {
currentGame.paddleR.downPressed = true;
}
});
socket.on('stop down', function (data) {
if (data.id === currentGame.player.left) {
currentGame.paddleL.downPressed = false;
}
if (data.id === currentGame.player.right) {
currentGame.paddleR.downPressed = false;
}
});
socket.on('stop up', function (data) {
if (data.id === currentGame.player.left) {
currentGame.paddleL.upPressed = false;
}
if (data.id === currentGame.player.right) {
currentGame.paddleR.upPressed = false;
}
})
});