(function ($) { let io = window.io.connect() let Battleship = { DOM: {}, playerName: '', playerID: '', verified: null, locked: false, waitlist: [], played: 0, Game: { gameId: null, myTurn: true, opponentID: '', opponentName: '', gridHome: {ships: [], strikes: []}, gridOpponent: [] } } window.requestAnimFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000 / 60) } })() function mustacheTempl (tmlTag, data) { let html = '' const tag = document.querySelector('#' + tmlTag) if (!tag) return '' html = tag.innerHTML html = window.Mustache.to_html(html, data) return html } function pointerOnCanvas (e) { let x let y if (e.changedTouches) { let touch = e.changedTouches[0] if (touch) { e.pageX = touch.pageX e.pageY = touch.pageY } } if (e.pageX || e.pageY) { x = e.pageX y = e.pageY } else { x = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft y = e.clientY + document.body.scrollTop + document.documentElement.scrollTop } x -= Battleship.DOM.canvas.offsetLeft y -= Battleship.DOM.canvas.offsetTop return {x: x, y: y} } let GameDrawer = { drawMyBoard: true, boardStaticState: null, mX: 0, mY: 0, gridX: 0, gridY: 0, gridSize: 32, mouseOn: false, bw: 512, bh: 512, placingShips: true, canPlace: false, shipIndex: 0, shipOrientation: 0, shipTiles: [], startGame: () => { GameDrawer.placingShips = true GameDrawer.canPlace = false GameDrawer.shipIndex = 0 GameDrawer.shipOrientation = 0 GameDrawer.shipTiles = [] Battleship.ctx.clearRect(0, 0, Battleship.canvasW, Battleship.canvasH) Battleship.Game.myTurn = true let p = 0 let context = Battleship.ctx for (let x = 0; x <= GameDrawer.bw; x += GameDrawer.gridSize) { context.moveTo(0.5 + x + p, p) context.lineTo(0.5 + x + p, GameDrawer.bh + p) } for (let x = 0; x <= GameDrawer.bh; x += GameDrawer.gridSize) { context.moveTo(p, 0.5 + x + p) context.lineTo(GameDrawer.bw + p, 0.5 + x + p) } context.strokeStyle = "black" context.stroke() GameDrawer.boardStaticState = new Image() GameDrawer.boardStaticState.src = Battleship.DOM.canvas.toDataURL() GameDrawer.boardStaticState.onload = () => { GameDrawer.gameLoop() } }, endResultCellRenderer(cells, ctx, ship) { for (let i in cells) { let cell = cells[i] let destVar = (cell.destroyed != null ? cell.destroyed : cell.destroy) let color = '#dddd00' if (destVar || (ship != null && ship.sunken)) { color = '#ff0000' } else { if (ship) { color = '#dddddd' } } ctx.fillStyle = color ctx.fillRect(cell.x * GameDrawer.gridSize, cell.y * GameDrawer.gridSize, GameDrawer.gridSize, GameDrawer.gridSize) } }, resultScreen(myShips, enemyShips, myHits, enemyHits) { let c1 = Battleship.DOM.resultScreen.querySelector('#opponent_result_canvas') let c2 = Battleship.DOM.resultScreen.querySelector('#my_result_canvas') let ctx1 = c1.getContext('2d') let ctx2 = c2.getContext('2d') ctx1.clearRect(0, 0, Battleship.canvasW, Battleship.canvasH) ctx2.clearRect(0, 0, Battleship.canvasW, Battleship.canvasH) ctx1.drawImage(GameDrawer.boardStaticState, 0, 0) ctx2.drawImage(GameDrawer.boardStaticState, 0, 0) GameDrawer.endResultCellRenderer(myHits, ctx1, null) // Render my ship tiles for (let i in myShips) { let ship = myShips[i] GameDrawer.endResultCellRenderer(ship.cells, ctx2, ship) } // Render enemy ship tiles for (let i in enemyShips) { let ship = enemyShips[i] GameDrawer.endResultCellRenderer(ship.cells, ctx1, ship) } GameDrawer.endResultCellRenderer(enemyHits, ctx2, null) }, click: () => { if (GameDrawer.placingShips && GameDrawer.canPlace && GameDrawer.shipIndex != -1) { let shipData = Battleship.ships[GameDrawer.shipIndex] let placed = { name: shipData.name, sunken: false, cells: GameDrawer.shipTiles } io.emit('ship_place', {ship: placed, gameId: Battleship.Game.gameId}) if (GameDrawer.shipIndex + 1 < Battleship.ships.length) { GameDrawer.shipIndex += 1 } else { GameDrawer.shipIndex = -1 logStatus('Waiting for opponent') } } else if (!GameDrawer.placingShips && Battleship.Game.myTurn) { io.emit('set_bomb', {x: GameDrawer.gridX, y: GameDrawer.gridY, gameId: Battleship.Game.gameId}) } }, intersectsExisting: (cx, cy) => { let is = false for (let i in Battleship.Game.gridHome.ships) { let ship = Battleship.Game.gridHome.ships[i] for (let j in ship.cells) { let cell = ship.cells[j] if (cell.x === cx && cell.y === cy) { is = true } } } return is }, updater: () => { if (Battleship.Game.myTurn && !GameDrawer.placingShips) { if (GameDrawer.mouseOn) { Battleship.ctx.fillStyle = '#f4b002' Battleship.ctx.fillRect(GameDrawer.gridX * GameDrawer.gridSize, GameDrawer.gridY * GameDrawer.gridSize, GameDrawer.gridSize, GameDrawer.gridSize) } for (let i in Battleship.Game.gridHome.strikes) { let strike = Battleship.Game.gridHome.strikes[i] if (strike.destroy) { Battleship.ctx.fillStyle = '#ff0000' } else { Battleship.ctx.fillStyle = '#dddd00' } Battleship.ctx.fillRect(strike.x * GameDrawer.gridSize, strike.y * GameDrawer.gridSize, GameDrawer.gridSize, GameDrawer.gridSize) } } else if ((!Battleship.Game.myTurn && !GameDrawer.placingShips) || (Battleship.Game.myTurn && GameDrawer.placingShips)) { for (let i in Battleship.Game.gridOpponent) { let strike = Battleship.Game.gridOpponent[i] Battleship.ctx.fillStyle = '#dddd00' Battleship.ctx.fillRect(strike.x * GameDrawer.gridSize, strike.y * GameDrawer.gridSize, GameDrawer.gridSize, GameDrawer.gridSize) } for (let i in Battleship.Game.gridHome.ships) { let ship = Battleship.Game.gridHome.ships[i] for (let j in ship.cells) { let cell = ship.cells[j] let color = '#dddddd' if (cell.destroyed || ship.sunken) { color = '#ff0000' } Battleship.ctx.fillStyle = color Battleship.ctx.fillRect(cell.x * GameDrawer.gridSize, cell.y * GameDrawer.gridSize, GameDrawer.gridSize, GameDrawer.gridSize) } } } if (Battleship.Game.myTurn && GameDrawer.placingShips) { let shipData = Battleship.ships[GameDrawer.shipIndex] if (!shipData) return let shipCenter = Math.floor(shipData.tiles / 2) let cellsOff = 0 let positions = [] let color = '#00dd00' for (let i = 0; i < shipData.tiles; i++) { let sx = 0 let sy = 0 i = parseInt(i) let rx = 0 let ry = 0 if (i < shipCenter) { if (GameDrawer.shipOrientation === 0) { sx = GameDrawer.gridX - (shipCenter - i) sy = GameDrawer.gridY } else { sx = GameDrawer.gridX sy = GameDrawer.gridY - (shipCenter - i) } } else if (i === shipCenter) { sx = GameDrawer.gridX sy = GameDrawer.gridY } else { if (GameDrawer.shipOrientation === 0) { sx = GameDrawer.gridX + (i - shipCenter) sy = GameDrawer.gridY } else { sx = GameDrawer.gridX sy = GameDrawer.gridY + (i - shipCenter) } } if (sx < 0 || sy < 0 || sx > 15 || sy > 15) { cellsOff += 1 } if (GameDrawer.intersectsExisting(sx, sy)) { cellsOff += 1 } positions.push({x: sx, y: sy, destroyed: false}) } for (let i in positions) { let pos = positions[i] if (cellsOff > 0) { color = '#dd0000' GameDrawer.canPlace = false } else { GameDrawer.canPlace = true } Battleship.ctx.fillStyle = color Battleship.ctx.fillRect(pos.x * GameDrawer.gridSize, pos.y * GameDrawer.gridSize, GameDrawer.gridSize, GameDrawer.gridSize) } GameDrawer.shipTiles = positions } }, clearCanvas: () => { Battleship.ctx.clearRect(0, 0, Battleship.canvasW, Battleship.canvasH) Battleship.ctx.drawImage(GameDrawer.boardStaticState, 0, 0) }, gameLoop: () => { GameDrawer.clearCanvas() if (!Battleship.Game.gameId) return GameDrawer.updater() requestAnimFrame(GameDrawer.gameLoop) }, initialize: () => { Battleship.DOM.canvas.addEventListener('mousemove', (e) => { let posOnCanvas = pointerOnCanvas(e) GameDrawer.mX = posOnCanvas.x GameDrawer.mY = posOnCanvas.y GameDrawer.mouseOn = true let rowCount = GameDrawer.gridSize GameDrawer.gridX = Math.floor(GameDrawer.mX / rowCount) GameDrawer.gridY = Math.floor(GameDrawer.mY / rowCount) }) Battleship.DOM.canvas.addEventListener('mouseleave', (e) => { GameDrawer.mouseOn = false }) Battleship.DOM.canvas.addEventListener('click', (e) => { GameDrawer.click() }) document.addEventListener('keydown', (e) => { if (GameDrawer.placingShips && e.keyCode === 82) { if (GameDrawer.shipOrientation === 0) { GameDrawer.shipOrientation = 1 } else { GameDrawer.shipOrientation = 0 } } }) } } function getStored (variable) { let result = null if (!window.localStorage) { return null } if (window.localStorage.game_store) { try { let obj = JSON.parse(window.localStorage.game_store) if (obj[variable] != null) { result = obj[variable] } } catch (e) { result = null } } return result } function storeVar (variable, value) { if (!window.localStorage) { return null } if (window.localStorage.game_store) { try { let obj = JSON.parse(window.localStorage.game_store) obj[variable] = value window.localStorage.game_store = JSON.stringify(obj) } catch (e) { return null } } else { let obj = {} obj[variable] = value window.localStorage.game_store = JSON.stringify(obj) } } function playerNameValidation (name) { if (/^([A-Z0-9_\-@]{3,20})$/i.test(name)) { return true } return false } function logWarning (msg) { Battleship.DOM.joinWarn.innerHTML = msg } function logStatus (msg) { Battleship.DOM.statusCurrent.innerHTML = msg } function joinGame (game) { Battleship.played += 1 alert('Game has started!') //io.emit('leave_game', {gameId: Battleship.Game.gameId}) Battleship.Game.gameId = game.gameId Battleship.Game.opponentID = game.opponentId Battleship.Game.opponentName = game.opponentName Battleship.DOM.opponentName.innerHTML = game.opponentName Battleship.DOM.chatbox.innerHTML = '' io.emit('game_poll', {gameId: Battleship.Game.gameId}) logStatus('Place your ships onto the board.
Press `r` to rotate') Battleship.DOM.gameScreen.style.display = 'block' Battleship.DOM.selectionScreen.style.display = 'none' Battleship.DOM.waitlistBtns.style.display = 'block' Battleship.DOM.waitlistQuit.style.display = 'none' GameDrawer.startGame() addChatMessage('event', null, 'Game started!') } function attemptJoin (name) { if (Battleship.locked) return if (!io.connected) { return logWarning('Disconnected from server socket.') } if (playerNameValidation(name) == false) { return logWarning('Username not allowed.') } logWarning('Attempting to join..') Battleship.locked = true io.emit('session_create', {name: name}) } function joinSuccess (data) { Battleship.playerName = data.name Battleship.playerID = data.uid Battleship.DOM.selectionScreen.style.display = 'block' storeVar('name', data.name) io.emit('poll_games') Battleship.locked = false } function joinResponse (data) { if (data.success !== true) { Battleship.locked = false return logWarning(data.message) } Battleship.DOM.startScreen.style.display = 'none' joinSuccess(data) } function getRandomInt(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min } function constructWaitList() { let finalML = '' for (let i in Battleship.waitlist) { let game = Battleship.waitlist[i] finalML += mustacheTempl('waitlistInstance', game) } waitlist.innerHTML = finalML } window.joinWaiting = (gameId) => { if (Battleship.Game.gameId) return io.emit('game_attempt_join', {gameId: gameId}) } function gameEnds (reason, winner) { if (reason === 1) { if (winner === true) { alert('You won!') Battleship.DOM.winStatus.innerHTML = 'Won' } else { alert('You lost.') Battleship.DOM.winStatus.innerHTML = 'Lost' } } if (reason === 0 && winner === true) { alert('Your opponent left the game.') } Battleship.locked = false Battleship.Game.gameId = null io.emit('poll_games') Battleship.DOM.gameScreen.style.display = 'none' if (reason === 1) { Battleship.DOM.resultScreen.style.display = 'block' } else { Battleship.DOM.selectionScreen.style.display = 'block' Battleship.DOM.resultScreen.style.display = 'none' } Battleship.DOM.waitlistBtns.style.display = 'block' Battleship.DOM.waitlistQuit.style.display = 'none' Battleship.Game.gridHome = {ships: [], strikes: []} Battleship.Game.gridOpponent = [] Battleship.DOM.dataOpponentDestroyed.innerHTML = '0' Battleship.DOM.dataMineDestroyed.innerHTML = '0' } function forceRelogin () { logWarning('Please log in again.') Battleship.DOM.gameScreen.style.display = 'none' Battleship.DOM.selectionScreen.style.display = 'none' Battleship.DOM.startScreen.style.display = 'block' Battleship.DOM.resultScreen.style.display = 'none' Battleship.locked = false Battleship.playerName = '' Battleship.Game.gameId = null } function escapeHtml(unsafe) { return unsafe .replace(/&/g, "&") .replace(//g, ">") .replace(/"/g, """) .replace(/'/g, "'") } function addChatMessage (type, senderName, message) { let msgElem = '
' if (senderName) { msgElem += '' + senderName + ' ' } msgElem += '' + escapeHtml(message) + '' Battleship.DOM.chatbox.innerHTML += msgElem Battleship.DOM.chatbox.scrollTop = Battleship.DOM.chatbox.scrollHeight } window.onload = () => { const startScreen = Battleship.DOM.startScreen = $.querySelector('#start') const selectionScreen = Battleship.DOM.selectionScreen = $.querySelector('#selection') const gameScreen = Battleship.DOM.gameScreen = $.querySelector('#game') const resultScreen = Battleship.DOM.resultScreen = $.querySelector('#endresult') const warning = Battleship.DOM.joinWarn = startScreen.querySelector('#warning_message') const playerName = startScreen.querySelector('#player_name') const startButton = startScreen.querySelector('#sock_player_init') const waitlist = Battleship.DOM.waitlist = selectionScreen.querySelector('#waitlist') const random = selectionScreen.querySelector('#waitlist_join_random') const newGame = selectionScreen.querySelector('#waitlist_join') const refresh = selectionScreen.querySelector('#waitlist_join_refresh') const waitlistQuit = Battleship.DOM.waitlistQuit = selectionScreen.querySelector('#waitlist_quit') const waitlistBtns = Battleship.DOM.waitlistBtns = selectionScreen.querySelector('.idbuttons') const stat_ingame = selectionScreen.querySelector('#stats_players') const stat_total = selectionScreen.querySelector('#stats_games') const stat_client = selectionScreen.querySelector('#stats_clientgames') const leaveBtn = gameScreen.querySelector('#leave') const opponentName = Battleship.DOM.opponentName = gameScreen.querySelector('#opponent_name') let canvas = Battleship.DOM.canvas = gameScreen.querySelector('#game_canvas') let ctx = Battleship.ctx = canvas.getContext('2d') Battleship.canvasW = canvas.width Battleship.canvasH = canvas.height const dataOpponentDestroyed = Battleship.DOM.dataOpponentDestroyed = gameScreen.querySelector('#o_s_num') const dataMineDestroyed = Battleship.DOM.dataMineDestroyed = gameScreen.querySelector('#g_s_num') Battleship.DOM.statusCurrent = gameScreen.querySelector('#g_s_stat') const doneBtn = resultScreen.querySelector('#lobby') Battleship.DOM.winStatus = resultScreen.querySelector('#wonlost') const chatbox = Battleship.DOM.chatbox = gameScreen.querySelector('#messages') const chatfield = Battleship.DOM.chatfield = gameScreen.querySelector('#message_send') GameDrawer.initialize() let uname = getStored('name') if (uname) { playerName.value = uname } playerName.addEventListener('keydown', (e) => { if (e.keyCode === 13) { attemptJoin(playerName.value) } }, false) chatfield.addEventListener('keydown', (e) => { if (e.keyCode === 13 && Battleship.Game.gameId) { if (chatfield.value != '') { io.emit('chat_send', {message: chatfield.value, gameId: Battleship.Game.gameId}) addChatMessage('chat me', Battleship.playerName, chatfield.value) chatfield.value = '' } } }) startButton.addEventListener('click', (e) => { attemptJoin(playerName.value) }, false) newGame.addEventListener('click', (e) => { if (Battleship.locked) return if (Battleship.Game.gameId) return io.emit('new_game') Battleship.locked = true }) refresh.addEventListener('click', (e) => { if (Battleship.locked) return io.emit('poll_games') }) doneBtn.addEventListener('click', (e) => { gameEnds(0, null) }) waitlistQuit.addEventListener('click', (e) => { io.emit('leave_game', {gameId: Battleship.Game.gameId}) }) leaveBtn.addEventListener('click', (e) => { io.emit('leave_game', {gameId: Battleship.Game.gameId}) }) random.addEventListener('click', (e) => { Battleship.joinRandomWhenDone = true io.emit('poll_games') }) io.on('destroy_turn', (val) => { GameDrawer.placingShips = false if (val === true) { Battleship.Game.myTurn = true logStatus('It\'s your turn!
Click anywhere on the grid to attempt to destroy enemy ships.') } else { Battleship.Game.myTurn = false logStatus('Your opponent\'s turn.') } }) io.on('chat', (data) => { addChatMessage('chat', data.name, data.message) }) io.on('update_hits', (data) => { if (data.me) { Battleship.Game.gridHome.strikes = data.strikes } else { Battleship.Game.gridOpponent = data.strikes } }) io.on('update_ship', (dship) => { for (let i in Battleship.Game.gridHome.ships) { let ship = Battleship.Game.gridHome.ships[i] if (ship.name === dship.name) { for (let j in ship.cells) { let cell = ship.cells[j] cell.destroyed = dship.cells[j].destroyed } ship.sunken = dship.sunken if (ship.sunken) { logStatus('Opponent sunk one of your ships!') } } } }) io.on('infmessage', (message) => { logStatus(message) }) io.on('game_settings', (data) => { Battleship.ships = data.ships }) io.on('verified_place', (ship) => { Battleship.Game.gridHome.ships.push(ship) }) io.on('game_start', (data) => { joinGame(data) }) io.on('left_success', () => { gameEnds(0, null) }) io.on('game_error', (data) => { alert(data.message) gameEnds(0, null) io.emit('poll_games') }) io.on('force_relog', () => { forceRelogin() }) io.on('display_result', (data) => { GameDrawer.resultScreen(Battleship.Game.gridHome.ships, data.enemyShips, Battleship.Game.gridHome.strikes, Battleship.Game.gridOpponent) }) io.on('game_end', (data) => { gameEnds(data.result, data.win) }) io.on('game_new_done', (data) => { Battleship.locked = true Battleship.DOM.waitlist.innerHTML = '
Waiting for an opponent..
' Battleship.DOM.waitlistBtns.style.display = 'none' Battleship.DOM.waitlistQuit.style.display = 'block' Battleship.Game.gameId = data.gameId }) io.on('current_stats', (data) => { dataOpponentDestroyed.innerHTML = data.opponentShipsLeft dataMineDestroyed.innerHTML = data.myShipsLeft }) io.on('login_status', joinResponse) io.on('poll_games_res', (data) => { Battleship.DOM.waitlistQuit.style.display = 'none' let list = data.list if (data.sessions != null) { stat_ingame.innerHTML = data.sessions } if (data.totalGames != null) { stat_total.innerHTML = data.totalGames } stat_client.innerHTML = Battleship.played if (!list.length) { waitlist.innerHTML = '
No people currently waiting, press Join Wait List to enter.
' Battleship.waitlist = [] if(Battleship.joinRandomWhenDone) { delete Battleship.joinRandomWhenDone } return } Battleship.waitlist = list if (Battleship.joinRandomWhenDone && Battleship.waitlist.length) { delete Battleship.joinRandomWhenDone let rand = getRandomInt(1, Battleship.waitlist.length) io.emit('game_attempt_join', {gameId: Battleship.waitlist[rand - 1].gameId}) } constructWaitList() }) io.on('disconnect', () => { gameEnds(0, null) forceRelogin() logWarning('Server disconnected') }) } })(document)