[wip] - frontend meh/20 back-end meh/20 still, works. works badly but does work...
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f87a991441
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572392f640
5 changed files with 176 additions and 53 deletions
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@ -141,4 +141,16 @@
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text-black
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text-center
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bg-white
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z-50
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}
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.pong-rdy-screen {
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@apply
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rounded-2xl
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absolute
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justify-center
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text-black
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text-center
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bg-white
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z-50
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}
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@ -8,6 +8,8 @@
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Pong Box<span id="t-username"></span>
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</h1><br>
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<!-- todo: print keys for moving -->
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<!-- Horizontal Message Box -->
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<div id="score-box" class="grid grid-cols-[1fr_auto_1fr] items-center">
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<h1 id="player-left"></h1>
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@ -18,6 +20,7 @@
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<div class="flex justify-center mt-2">
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<div id="pongspace" class="flex flex-col">
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<div id="pongbox" class="pongbox-style">
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<button class="pong-rdy-screen" id="readyup-btn">ready!</button>
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<div class="pong-field">
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<div id="batleft" class="pong-batleft top-0"></div>
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<div class="pong-center-line"></div>
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@ -24,6 +24,11 @@ enum QueueState {
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In_local = "In Local",
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};
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enum ReadyState {
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readyUp = "ready up?",
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readyDown = "ready down",
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};
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document.addEventListener("ft:pageChange", (newUrl) => {
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if (newUrl.detail.startsWith('/app/pong') || newUrl.detail.startsWith('/pong')) return;
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if (window.__state.pongSock !== undefined) window.__state.pongSock.close();
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@ -49,6 +54,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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const user = getUser();
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let currentGame: GameUpdate | null = null;
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let opponent: User | null = null;
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const rdy_btn = document.querySelector<HTMLButtonElement>('#readyup-btn');
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const batLeft = document.querySelector<HTMLDivElement>("#batleft");
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const batRight = document.querySelector<HTMLDivElement>("#batright");
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const ball = document.querySelector<HTMLDivElement>("#ball");
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@ -66,7 +72,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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navigateTo("/app");
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return ;
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}
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if (!batLeft || !batRight || !ball || !score || !queueBtn || !playerL || !playerR || !gameBoard || !queue_infos || !LocalGameBtn) // sanity check
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if (!batLeft || !batRight || !ball || !score || !queueBtn || !playerL || !playerR || !gameBoard || !queue_infos || !LocalGameBtn || !rdy_btn) // sanity check
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return showError('fatal error');
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// ---
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@ -112,6 +118,18 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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local:false
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};
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function resetBoard(batLeft : HTMLDivElement, batRight : HTMLDivElement, playerL : HTMLDivElement, playerR : HTMLDivElement) {
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render(DEFAULT_POSITIONS);
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batLeft.style.backgroundColor = DEFAULT_COLOR;
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batRight.style.backgroundColor = DEFAULT_COLOR;
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playerR.style.color = "";
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playerL.style.color = "";
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playerR.innerText = "";
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playerL.innerText = "";
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currentGame = null;
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opponent = null;
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}
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const render = (state: GameUpdate) => {
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currentGame = state;
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batLeft.style.top = `${state.left.paddle.y}px`;
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@ -130,7 +148,10 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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score.innerText = `${state.left.score} | ${state.right.score}`
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}
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socket.on('gameUpdate', (state: GameUpdate) => render(state));
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socket.on('gameUpdate', (state: GameUpdate) => {
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// if (rdy_btn)
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// rdy_btn.classList.add('hidden');
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render(state);});
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// ---
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// position logic (client) end
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// ---
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@ -138,35 +159,13 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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// ---
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// queue evt
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// ---
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// utils
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function set_pretty(batU : HTMLDivElement, txtU : HTMLDivElement, txtO : HTMLDivElement, colorYou : string) {
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batU.style.backgroundColor = colorYou;
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txtU.style.color = colorYou;
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txtU.innerText = isNullish(user) ? "you" : user.name;
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txtO.innerText = isNullish(opponent) ? "the mechant" : opponent.name;
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}
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queueBtn.addEventListener("click", ()=>{
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if (queueBtn.innerText !== QueueState.Iddle) {
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if (queueBtn.innerText === QueueState.InQueu) {
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socket.emit("dequeue");
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queueBtn.innerText = QueueState.Iddle;
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}
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return ;
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}
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queueBtn.innerText = QueueState.InQueu;
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socket.emit('enqueue');
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});
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LocalGameBtn.addEventListener("click", () => {
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if (queueBtn.innerText !== QueueState.Iddle || currentGame !== null) {
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showError("cant launch a local game while in queue/in game");
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return ;
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}
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socket.emit("localGame");
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queueBtn.innerText = QueueState.In_local;
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LocalGameBtn.innerText = "playing";
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});
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async function get_opponent(opponent_id : string) {
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let t = await client.getUser({user:opponent_id});
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@ -178,10 +177,50 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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opponent = null;
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}
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}
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// btn setup
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queueBtn.addEventListener("click", ()=>{
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if (queueBtn.innerText !== QueueState.Iddle) {
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if (queueBtn.innerText === QueueState.InQueu) {
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socket.emit("dequeue");
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queueBtn.innerText = QueueState.Iddle;
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}
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return ;
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}
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queueBtn.innerText = QueueState.InQueu;
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socket.emit('enqueue');
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});
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LocalGameBtn.addEventListener("click", () => {
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if (queueBtn.innerText !== QueueState.Iddle || currentGame !== null) {
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showError("cant launch a local game while in queue/in game");
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return ;
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}
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socket.emit("localGame");
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queueBtn.innerText = QueueState.In_local;
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LocalGameBtn.innerText = "playing";
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});
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rdy_btn.addEventListener("click", ()=>{
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showInfo("rdy-evt");
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switch (rdy_btn.innerText) {
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case ReadyState.readyUp:
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showInfo("sent:rdyup");
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socket.emit('readyUp');
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rdy_btn.innerText = ReadyState.readyDown;
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break ;
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case ReadyState.readyDown:
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showInfo("sent:rdydwn");
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socket.emit('readyDown');
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rdy_btn.innerText = ReadyState.readyUp;
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break ;
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default:
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showError("error on ready btn");
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}
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});
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socket.on('newGame', async (state) => {
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render(state);
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await get_opponent(state.left.id == user.id ? state.right.id : state.left.id);
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queueBtn.innerText = QueueState.InGame;
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queueBtn.style.color = 'red';
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@ -193,7 +232,13 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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set_pretty(batRight, playerR, playerL, SELF_COLOR);
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} else
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showError("couldn't find your id in game");
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}); // TODO: notif user of new game w "ready up" btn
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rdy_btn.classList.remove('hidden');
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rdy_btn.innerText = ReadyState.readyUp;
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setTimeout(() => {
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rdy_btn.classList.add('hidden');}, 2000); // 1500 : pong.CONCEDED_TIMEOUT
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});
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socket.on("gameEnd", (winner) => {
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queueBtn.innerHTML = QueueState.Iddle;
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@ -218,33 +263,24 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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LocalGameBtn.innerText = "Local Game"
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}
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}
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render(DEFAULT_POSITIONS);
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batLeft.style.backgroundColor = DEFAULT_COLOR;
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batRight.style.backgroundColor = DEFAULT_COLOR;
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playerR.style.color = "";
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playerL.style.color = "";
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playerR.innerText = "";
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playerL.innerText = "";
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currentGame = null;
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opponent = null;
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resetBoard(batLeft, batRight, playerL, playerR);
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})
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// ---
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// queue evt end
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// ---
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queueBtn.innerText = QueueState.Iddle;
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render(DEFAULT_POSITIONS);
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currentGame = null;
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batLeft.style.backgroundColor = DEFAULT_COLOR;
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batRight.style.backgroundColor = DEFAULT_COLOR;
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// pretty info for queue :3
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socket.on('updateInformation', (e) => {
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queue_infos.innerText = `${e.totalUser}👤 ${e.inQueue}⏳ ${e.totalGames}▮•▮`;
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});
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socket.on('queueEvent', (e) => showInfo(`QueueEvent: ${e}`));
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// ---
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// queue evt end
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// ---
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// init
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rdy_btn.classList.add('hidden');
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queueBtn.innerText = QueueState.Iddle;
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rdy_btn.innerText = ReadyState.readyUp;
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resetBoard(batLeft, batRight, playerL, playerR);
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showInfo("butter");
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showInfo("butter-toast");
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// socket.emit('localGame');
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}
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}
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};
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@ -1,5 +1,7 @@
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import { UserId } from '@shared/database/mixin/user';
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export class Paddle {
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public static readonly DEFAULT_SPEED = 10;
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public static readonly DEFAULT_HEIGHT = 80;
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@ -94,8 +96,16 @@ function makeAngle(i: number): [number, number, number, number] {
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-Math.PI / i + Math.PI,
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];
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}
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const LEFT :number = 0;
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const RIGHT :number = 1;
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enum ReadyState {
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noState,
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readyUp,
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readyDown,
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}
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export class Pong {
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public gameUpdate: NodeJS.Timeout | null = null;
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public static readonly CONCEDED_TIMEOUT: number = 1500;
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@ -126,6 +136,8 @@ export class Pong {
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Pong.BALL_START_ANGLES[this.ballAngleIdx++],
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);
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public ready_checks: [ReadyState, ReadyState] = [ReadyState.noState, ReadyState.noState];
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public score: [number, number] = [0, 0];
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public local: boolean = false;
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@ -145,7 +157,44 @@ export class Pong {
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public userRight: UserId,
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) { }
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public readyup(uid : UserId)
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{
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// debug
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console.log(this.userLeft + " | " + this.userRight);
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if (uid === this.userLeft) {
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console.log("rdy.up : lft " + uid);
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} else if (uid === this.userRight) {
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console.log("rdy.up : rgt " + uid);
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}
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if (uid === this.userLeft) {
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this.ready_checks[LEFT] = ReadyState.readyUp;
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} else if (uid === this.userRight) {
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this.ready_checks[RIGHT] = ReadyState.readyUp;
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}
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}
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public readydown(uid : UserId)
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{
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// debug
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console.log(this.userLeft + " | " + this.userRight);
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if (uid === this.userLeft) {
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console.log("rdy.down : lft " + uid);
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} else if (uid === this.userRight) {
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console.log("rdy.down : rgt " + uid);
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}
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// is everyone already ready?
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if (this.ready_checks[LEFT] === ReadyState.readyUp && this.ready_checks[RIGHT] === ReadyState.readyUp) return ;
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if (uid === this.userLeft)
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this.ready_checks[LEFT] = ReadyState.readyDown;
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else if (uid === this.userRight)
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this.ready_checks[RIGHT] = ReadyState.readyDown;
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}
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public tick() {
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if (this.ready_checks[LEFT] !== ReadyState.readyUp || this.ready_checks[RIGHT] !== ReadyState.readyUp)
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return;
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if (this.paddleCollision(this.leftPaddle, 'left')) {
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this.ball.collided(
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'left',
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@ -254,8 +303,8 @@ export class Pong {
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public checkWinner(): 'left' | 'right' | null {
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const checkInner = () => {
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if (this.score[0] >= 5) return 'left';
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if (this.score[1] >= 5) return 'right';
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if (this.score[LEFT] >= 5) return 'left';
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if (this.score[RIGHT] >= 5) return 'right';
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if (
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this.leftLastSeen !== -1 &&
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@ -69,11 +69,10 @@ class StateI {
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u1.currentGame = gameId;
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u2.currentGame = gameId;
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// ---
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// wait for ready up
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// ---
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g.gameUpdate = setInterval(() => {
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// ---
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// wait for ready up
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// ---
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g.tick();
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this.gameUpdate(gameId, u1.socket);
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this.gameUpdate(gameId, u2.socket);
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@ -152,6 +151,9 @@ class StateI {
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socket.on('enqueue', () => this.enqueueUser(socket));
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socket.on('dequeue', () => this.dequeueUser(socket));
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socket.on('readyUp', () => this.readyupUser(socket));
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socket.on('readyDown', () => this.readydownUser(socket));
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socket.on('gameMove', (e) => this.gameMove(socket, e));
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socket.on('localGame', () => this.newLocalGame(socket));
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}
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@ -215,6 +217,27 @@ class StateI {
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socket.emit('queueEvent', 'unregistered');
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}
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private readydownUser(socket: SSocket) : void { //
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// do we know this user ?
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if (!this.users.has(socket.authUser.id)) return;
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const user = this.users.get(socket.authUser.id)!;
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// does the user have a game and do we know such game ?
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if (user.currentGame === null || !this.games.has(user.currentGame)) return;
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const game = this.games.get(user.currentGame)!;
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// is this a local game?
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if (game.local === true) return;
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game.readydown(user.id);
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}
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private readyupUser(socket: SSocket) : void { //
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// do we know this user ?
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if (!this.users.has(socket.authUser.id)) return;
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const user = this.users.get(socket.authUser.id)!;
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// does the user have a game and do we know such game ?
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if (user.currentGame === null || !this.games.has(user.currentGame)) return;
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const game = this.games.get(user.currentGame)!;
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if (game.local === true) return;
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game.readyup(user.id);
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}
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}
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