pong:front: pretty end screen + self & opponent names prints

This commit is contained in:
bgoulard 2026-01-05 15:56:47 +01:00 committed by Maix0
parent 03be784a51
commit 61b49ab370
6 changed files with 61 additions and 18 deletions

View file

@ -6,17 +6,7 @@
Pong Box<span id="t-username"></span>
</h1><br>
<!-- on/off switch for local / online play : idea was re-worked, we probably wont use that -->
<!-- <label class="inline-flex items-center gap-3 cursor-pointer select-none"> -->
<!-- <input id="modeToggle" type="checkbox" class="sr-only"/> -->
<!-- <div id="toggleTrack" class="relative w-14 h-7 rounded-full bg-gray-300 transition-colors duration-300"> -->
<!-- <span id="toggleKnob" class="absolute top-0.5 left-0.5 w-6 h-6 bg-white rounded-full transition-transform duration-300"></span> -->
<!-- </div> -->
<!-- <span id="toggleLabel" class="text-sm font-medium text-gray-700"> Local </span> -->
<!-- </label> -->
<!-- Horizontal Message Box -->
<div id="system-box" class="system-info">System: connecting ... </div>
<div id="score-box" class="grid grid-cols-[1fr_auto_1fr] items-center">
<h1 id="player-left"></h1>
<h1 id="score-board" class="justify-self-center text-p10 font-bold text-gray-800">0:0</h1>

View file

@ -3,8 +3,9 @@ import authHtml from './pong.html?raw';
import io from 'socket.io-client';
import type { CSocket, GameMove, GameUpdate } from "./socket";
import { showError, showInfo } from "@app/toast";
import { getUser } from "@app/auth";
import { getUser, type User } from "@app/auth";
import { isNullish } from "@app/utils";
import client from "@app/api";
// get the name of the machine used to connect
declare module 'ft_state' {
@ -45,6 +46,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
const user = getUser();
let currentGame: GameUpdate | null = null;
let opponent: User | null = null;
const batLeft = document.querySelector<HTMLDivElement>("#batleft");
const batRight = document.querySelector<HTMLDivElement>("#batright");
const ball = document.querySelector<HTMLDivElement>("#ball");
@ -52,6 +54,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
const playerL = document.querySelector<HTMLDivElement>('#player-left');
const playerR = document.querySelector<HTMLDivElement>('#player-right');
const queueBtn = document.querySelector<HTMLButtonElement>("#QueueBtn");
const gameBoard = document.querySelector<HTMLDivElement>("#pongbox");
let socket = getSocket();
@ -59,7 +62,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
navigateTo("/app");
return ;
}
if (!batLeft || !batRight || !ball || !score || !queueBtn || !playerL || !playerR) // sanity check
if (!batLeft || !batRight || !ball || !score || !queueBtn || !playerL || !playerR || !gameBoard) // sanity check
return showError('fatal error');
// ---
@ -134,8 +137,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
function set_pretty(batU : HTMLDivElement, txtU : HTMLDivElement, txtO : HTMLDivElement, colorYou : string) {
batU.style.backgroundColor = colorYou;
txtU.style.color = colorYou;
txtU.innerText = "you";
txtO.innerHTML = "The Mechant";
txtU.innerText = isNullish(user) ? "you" : user.name;
txtO.innerText = isNullish(opponent) ? "the mechant" : opponent.name;
}
queueBtn.addEventListener("click", ()=>{
if (queueBtn.innerText !== QueueState.Iddle) {
@ -148,8 +151,22 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
queueBtn.innerText = QueueState.InQueu;
socket.emit('enqueue');
});
socket.on('newGame', (state) => {
async function get_opponent(opponent_id : string) {
let t = await client.getUser({user:opponent_id});
switch (t.kind) {
case "success" :
opponent = t.payload;
break ;
default :
opponent = null;
}
}
socket.on('newGame', async (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;
@ -165,6 +182,23 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
socket.on("gameEnd", () => {
queueBtn.innerHTML = QueueState.Iddle;
queueBtn.style.color = 'white';
if (!isNullish(currentGame)) {
let new_div = document.createElement('div');
let end_txt = "";
if ((user.id === currentGame.left.id && currentGame.left.score > currentGame.right.score) ||
(user.id === currentGame.right.id && currentGame.right.score > currentGame.left.score))
end_txt = 'won! #yippe';
else
end_txt = 'lost #sadge';
new_div.innerText = 'you ' + end_txt;
new_div.className = "pong-end-screen";
gameBoard.appendChild(new_div);
setTimeout(() => {
new_div.remove();
}, 3 * 1000);
}
render(DEFAULT_POSITIONS);
batLeft.style.backgroundColor = DEFAULT_COLOR;
batRight.style.backgroundColor = DEFAULT_COLOR;
@ -173,6 +207,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
playerR.innerText = "";
playerL.innerText = "";
currentGame = null;
opponent = null;
})
// ---
// queue evt end
@ -181,8 +216,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
batLeft.style.backgroundColor = DEFAULT_COLOR;
batRight.style.backgroundColor = DEFAULT_COLOR;
socket.on('updateInformation', (e) => showInfo(`UpdateInformation: t=${e.totalUser};q=${e.inQueue}`)); // queue info TODO: delete for final product
socket.on('queueEvent', (e) => showInfo(`QueueEvent: ${e}`)); // queue evt can be left in product
socket.on('updateInformation', (e) => showInfo(`UpdateInformation: t=${e.totalUser};q=${e.inQueue}`));
socket.on('queueEvent', (e) => showInfo(`QueueEvent: ${e}`));
showInfo("butter");
showInfo("butter-toast");
// socket.emit('localGame');

View file

@ -33,6 +33,8 @@ export type GameMove = {
export interface ClientToServer {
enqueue: () => void;
dequeue: () => void;
readyUp: () => void;
readyDown:() => void;
debugInfo: () => void;
gameMove: (up: GameMove) => void;
connectedToGame: (gameId: string) => void;
@ -43,7 +45,7 @@ export interface ServerToClient {
forceDisconnect: (reason: string) => void;
queueEvent: (msg: 'registered' | 'unregistered') => void;
updateInformation: (info: UpdateInfo) => void,
newGame: (initState: GameUpdate) => void,
newGame: (initState: GameUpdate) => void, // <- consider this the gameProc eg not start of game but wait for client to "ready up"
gameUpdate: (state: GameUpdate) => void,
gameEnd: () => void;
};

View file

@ -132,3 +132,13 @@
bg-[linear-gradient(to_bottom,white_50%,transparent_50%)]
bg-size-[4px_20px];
}
.pong-end-screen {
@apply
rounded-2xl
absolute
justify-center
text-black
text-center
bg-white
}

View file

@ -32,6 +32,8 @@ export type GameMove = {
export interface ClientToServer {
enqueue: () => void;
dequeue: () => void;
readyUp: () => void;
readyDown:() => void;
debugInfo: () => void;
gameMove: (up: GameMove) => void;
connectedToGame: (gameId: string) => void;

View file

@ -69,6 +69,10 @@ class StateI {
u1.currentGame = gameId;
u2.currentGame = gameId;
// ---
// wait for ready up
// ---
g.gameUpdate = setInterval(() => {
g.tick();
this.gameUpdate(gameId, u1.socket);