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