feat(pong): now support getting gameUpdate from games you are not playing

This commit is contained in:
Maieul BOYER 2026-01-11 13:14:34 +01:00 committed by Nigel
parent cd03048cb3
commit 0ec2b3007c

View file

@ -9,7 +9,7 @@ import authHtml from "./pong.html?raw";
import io from "socket.io-client";
import type { CSocket, GameMove, GameUpdate } from "./socket";
import { showError, showInfo, showSuccess } from "@app/toast";
import { getUser, type User } from "@app/auth";
import { getUser as getSelfUser, type User } from "@app/auth";
import { isNullish } from "@app/utils";
import client from "@app/api";
import "./pong.css";
@ -84,9 +84,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
const DEFAULT_COLOR = "white";
const SELF_COLOR = "red";
const user = getUser();
let currentGame: GameUpdate | null = null;
let opponent: User | null = null;
const user = getSelfUser();
let currentGame: { game: GameUpdate, spectating: boolean, playerL: { id: string, name: string, self: boolean }, playerR: { id: string, name: string, self: boolean } } | null = null;
const rdy_btn =
document.querySelector<HTMLButtonElement>("#readyup-btn");
const batLeft = document.querySelector<HTMLDivElement>("#batleft");
@ -145,6 +144,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
return showError("fatal error");
if (!how_to_play_btn || !protips) showError("missing protips"); // not a fatal error
tournamentBtn.addEventListener("click", () => {
showInfo(`Button State: ${tournamentBtn.innerText}`);
@ -196,7 +196,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
if (queueBtn.innerText !== QueueState.InGame)
//we're in game ? continue | gtfo
return;
if (currentGame === null) return;
// we are not in a game OR we are spectating a game => gtfo
if (currentGame === null || currentGame.spectating) return;
let packet: GameMove = {
move: null,
@ -210,7 +211,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
if (keys["w"] !== keys["s"])
packet.move = keys["w"] ? "up" : "down";
if (currentGame.local && keys["o"] !== keys["l"])
if (currentGame.game.local && keys["o"] !== keys["l"])
packet.moveRight = keys["o"] ? "up" : "down";
socket.emit("gameMove", packet);
}, 1000 / 60);
@ -251,11 +252,9 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
playerR.innerText = "";
playerL.innerText = "";
currentGame = null;
opponent = null;
}
const render = (state: GameUpdate) => {
currentGame = state;
batLeft.style.top = `${state.left.paddle.y}px`;
batLeft.style.left = `${state.left.paddle.x}px`;
batLeft.style.width = `${state.left.paddle.width}px`;
@ -273,6 +272,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
score.innerText = `${state.left.score} | ${state.right.score}`;
};
socket.on("gameUpdate", (state: GameUpdate) => {
updateCurrentGame(state);
render(state);
});
@ -287,29 +287,12 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
// queue evt
// ---
// utils
function set_pretty(
batU: HTMLDivElement,
txtU: HTMLDivElement,
txtO: HTMLDivElement,
colorYou: string,
) {
batU.style.backgroundColor = colorYou;
txtU.style.color = colorYou;
txtU.innerText = isNullish(user) ? "you" : user.name;
txtO.innerText = isNullish(opponent)
? "the mechant"
: opponent.name;
}
async function get_opponent(opponent_id: string) {
let t = await client.getUser({ user: opponent_id });
async function getUser(user: string): Promise<{ id: string, name: string | null }> {
let t = await client.getUser({ user });
switch (t.kind) {
case "success":
opponent = t.payload;
break;
default:
opponent = null;
}
if (t.kind === "success")
return { id: user, name: t.payload.name };
return { id: user, name: null };
}
// btn setup
@ -358,21 +341,39 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
}
});
const updateCurrentGame = async (state: GameUpdate) => {
const normalizeUser = (u: { id: string, name: string | null }, d: string) => {
return { id: u.id, name: u.name ?? d, self: u.id === user.id };
};
if (currentGame === null)
currentGame = {
spectating: !(state.left.id === user.id || state.right.id === user.id),
game: state,
playerL: normalizeUser(await getUser(state.left.id), "left"),
playerR: normalizeUser(await getUser(state.right.id), "right"),
}
else currentGame.game = state;
if (currentGame && currentGame?.game.local || currentGame?.playerL.self) {
batLeft!.style.backgroundColor = SELF_COLOR;
playerL!.style.color = SELF_COLOR;
}
if (currentGame && (!currentGame?.game.local && currentGame?.playerR.self)) {
batRight!.style.backgroundColor = SELF_COLOR;
playerR!.style.color = SELF_COLOR;
}
playerL!.innerText = currentGame!.playerL.name;
playerR!.innerText = currentGame!.playerR.name;
}
socket.on("newGame", async (state) => {
currentGame = null;
updateCurrentGame(state);
render(state);
await get_opponent(
state.left.id == user.id ? state.right.id : state.left.id,
);
queueBtn.innerText = QueueState.InGame;
queueBtn.style.color = "red";
batLeft.style.backgroundColor = DEFAULT_COLOR;
batRight.style.backgroundColor = DEFAULT_COLOR;
if (state.left.id === user.id) {
set_pretty(batLeft, playerL, playerR, SELF_COLOR);
} else if (state.right.id === user.id) {
set_pretty(batRight, playerR, playerL, SELF_COLOR);
} else showError("couldn't find your id in game");
rdy_btn.classList.remove("hidden");
rdy_btn.classList.add("text-red-600");
rdy_btn.innerText = ReadyState.readyDown;
@ -390,8 +391,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
if (!isNullish(currentGame)) {
let end_txt: string = '';
if ((user.id === currentGame.left.id && winner === 'left') ||
(user.id === currentGame.right.id && winner === 'right'))
if ((user.id === currentGame.game.left.id && winner === 'left') ||
(user.id === currentGame.game.right.id && winner === 'right'))
end_txt = 'won! #yippe';
else
end_txt = 'lost #sadge';
@ -401,7 +402,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
end_scr.classList.add("hidden");
}, 3 * 1000);
if (currentGame.local) {
if (currentGame.game.local) {
LocalGameBtn.innerText = "Local Game";
}
}