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game_refector.js
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document.addEventListener('DOMContentLoaded', () => {
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
/*
* Socket Variable
*/
const playerSocket = io();
/*
* Game variables
*/
// Game init
let gameStarted = false;
let isEnd = true;
// left player일 경우 false, right player일 경우 true
let myPosition = false;
// Canvas Ratio
const widthRatio = 0.8; // 가로 비율 (0~1 사이 값)
const heightRatio = 0.8; // 세로 비율 (0~1 사이 값)
// 윈도우의 크기에 따라 Canvas의 너비와 높이 계산
const canvasWidth = 800 * widthRatio;
const canvasHeight = 400 * heightRatio;
// Canvas의 너비와 높이 설정
canvas.width = canvasWidth;
canvas.height = canvasHeight;
// Canvas 스타일 조정
canvas.style.backgroundColor = 'black';
// Canvas를 body에 추가
document.body.appendChild(canvas);
// Ball Location
const init_ballX = canvasWidth / 2;
const init_ballY = canvasHeight / 2;
let ballX = init_ballX;
let ballY = init_ballY;
const ballRadius = Math.min(canvasWidth * 0.02, canvasHeight * 0.02);
let ballMoveX = false;
let ballMoveY = false;
const ballSpeed = 3;
// Paddle
const paddleWidth = canvasWidth * 0.02;
const paddleHeight = canvasHeight * 0.2;
const paddleMargin = canvasWidth * 0.05;
const init_paddle1X = paddleMargin;
const init_paddle1Y = canvasHeight / 2 - paddleHeight / 2;
const init_paddle2X = canvasWidth - paddleMargin - paddleWidth;
const init_paddle2Y = canvasHeight / 2 - paddleHeight / 2;
let paddle1Y = init_paddle1Y;
let paddle2Y = init_paddle2Y;
// score
const scoreTextSize = canvasHeight * 0.3;
const scoreMargin = canvasWidth * 0.2;
const score1X = canvasWidth / 2 - scoreMargin;
const score1Y = canvasHeight / 2 + (scoreTextSize * 3) / 8;
const score2X = canvasWidth / 2 + scoreMargin;
const score2Y = canvasHeight / 2 + (scoreTextSize * 3) / 8;
let left_score = 0;
let right_score = 0;
/*
* Socket Handling
*/
playerSocket.on('connect', () => {
setGame();
});
/*
* Main Game Logic
*/
function setGame() {
playerSocket.on('start', (setPosition) => {
myPosition = setPosition;
})
const waitForStart = setInterval(() => {
if (!gameStarted) {
console.log('game not started')
return;
}
clearInterval(waitForStart);
window.requestAnimationFrame(gameLoop);
}, 100)
playerSocket.on('ready', (setStart) => {
if (setStart) {
isEnd = false;
gameStarted = true;
}
});
playerSocket.on('resetGame', (resetData) => {
console.log('game reseted');
console.log(resetData);
ballX = resetData.ballX;
ballY = resetData.ballY;
paddle1Y = resetData.paddle1Y;
paddle2Y = resetData.paddle2Y;
left_score = resetData.leftScore;
right_score = resetData.rightScore;
console.log(ballX, ballY);
console.log(paddle1Y, paddle2Y);
isEnd = false;
})
// window.addEventListener('keypress', function (event) {
// if (event.key === 'ArrowDown') {
// console.log('key down!')
// const data = {
// clientId: playerSocket.id,
// key: 38
// };
// playerSocket.emit('keypress', data);
// }
// else if (event.key === 'ArrowUp') {
// console.log('key up!')
// const data = {
// clientId: playerSocket.id,
// key: 40
// };
// playerSocket.emit('keypress', data);
// }
// });
window.addEventListener('keydown', (key) => {
const data = {
clientId: playerSocket.id,
key: key.keyCode,
startFlag: false,
};
if (key.keyCode === 38) {
console.log('key down!')
playerSocket.emit('keydown', data);
}
else if (key.keyCode === 13) {
data.startFlag = true;
playerSocket.emit('keydown', data);
}
});
window.addEventListener('keyup', (key) => {
if (key.keyCode === 40) {
console.log('key up!')
const data = {
clientId: playerSocket.id,
key: key.keyCode
};
playerSocket.emit('keyup', data);
}
});
playerSocket.on('message', (paddleData) => {
console.log(paddle1Y, ' ', paddle2Y);
console.log(paddleData);
paddle1Y += paddleData.p1Paddle;
paddle2Y += paddleData.p2Paddle;
console.log('paddleY from server');
console.log(paddle1Y, ' ', paddle2Y);
console.log(init_paddle1Y, ' ', init_paddle2Y);
});
}
/*
* drawing
*/
function gameLoop() {
console.log('gameLoop called');
ballMove();
draw();
if (!isEnd) {
requestAnimationFrame(gameLoop);
}
}
function ballMove() {
// X false : left
// Y false : down
if (myPosition) {
// Right position 전
if (ballX <= -1) { // 0
reset_game(false);
isEnd = true;
}
if (ballX >= canvasWidth - ballRadius * 2 + 1) { // * 2
reset_game(true);
isEnd = true;
}
if (ballY <= ballRadius)
ballMoveY = false;
if (ballY >= canvasHeight - ballRadius)
ballMoveY = true;
if (ballMoveY === true)
ballY -= ballSpeed;
else if (ballMoveY === false)
ballY += ballSpeed;
if (ballMoveX === true)
ballX -= ballSpeed;
else if (ballMoveX === false)
ballX += ballSpeed;
if (ballX - (ballRadius * 2) <= init_paddle1X && ballX >= init_paddle1X - paddleWidth) {
if (ballY <= paddle1Y + paddleHeight && ballY >= paddle1Y) {
ballX = init_paddle1X + ballRadius * 2;
ballMoveX = false;
}
}
if (ballX - (ballRadius * 2) <= init_paddle2X && ballX >= init_paddle2X - paddleWidth) {
if (ballY <= paddle2Y + paddleHeight && ballY >= paddle2Y) {
ballX = init_paddle2X - ballRadius * 2;
ballMoveX = true;
}
}
}
else {
if (ballX <= 0) {
reset_game(true);
isEnd = true;
}
if (ballX >= canvasWidth - ballRadius * 2) {
reset_game(false);
isEnd = true;
}
if (ballY <= ballRadius)
ballMoveY = false;
if (ballY >= canvasHeight - ballRadius)
ballMoveY = true;
if (ballMoveY === true)
ballY -= ballSpeed;
else if (ballMoveY === false)
ballY += ballSpeed;
if (ballMoveX === false)
ballX -= ballSpeed;
else if (ballMoveX === true)
ballX += ballSpeed;
if (ballX - (ballRadius * 2) <= init_paddle1X && ballX >= init_paddle1X - paddleWidth) {
if (ballY <= paddle1Y + paddleHeight && ballY >= paddle1Y) {
ballX = init_paddle1X + ballRadius * 2;
ballMoveX = true;
}
}
if (ballX - ballRadius <= init_paddle2X && ballX >= init_paddle2X - paddleWidth) {
if (ballY <= paddle2Y + paddleHeight && ballY >= paddle2Y) {
ballX = init_paddle2X - ballRadius * 2;
ballMoveX = false;
}
}
}
}
function draw() {
context.clearRect(0, 0, canvasWidth, canvasHeight);
context.beginPath();
context.arc(ballX, ballY, ballRadius, 0, Math.PI * 2, false);
context.fillStyle = 'white';
context.fill();
context.closePath();
context.globalAlpha = 0.5;
context.font = `${scoreTextSize}px Arial`;
context.fillStyle = 'white';
context.textAlign = 'center';
context.fillText(left_score, score1X, score1Y);
context.fillText(right_score, score2X, score2Y);
context.globalAlpha = 1;
let paddle1X = init_paddle1X;
let paddle2X = init_paddle2X;
if (paddle1Y >= canvasHeight - paddleHeight) {
paddle1Y = canvasHeight - paddleHeight;
}
if (paddle1Y <= 0) {
paddle1Y = 0;
}
if (paddle2Y >= canvasHeight - paddleHeight) {
paddle2Y = canvasHeight - paddleHeight;
}
if (paddle2Y <= 0) {
paddle2Y = 0;
}
context.fillStyle = 'white';
context.fillRect(paddle1X, paddle1Y, paddleWidth, paddleHeight);
context.fillStyle = 'white';
context.fillRect(paddle2X, paddle2Y, paddleWidth, paddleHeight);
}
function endGame() {
// 게임이 끝나면 home버튼과 retry 버튼이 생기고 해당 문구가 출력되게
// 캔버스가 requestAnimationFrame 계속 그려질 필요 없이 해당 화면에서 멈추게
context.globalAlpha = 0.5;
context.font = '30px Arial';
context.fillStyle = 'white';
context.textAlign = 'center';
const textX = canvasWidth / 2;
const textY = canvasHeight / 2;
context.fillText('someone win', textX, textY);
cancelAnimationFrame(frameAnimationId);
}
function reset_game(winner) {
console.log(typeof winner);
if (left_score === 3 || right_score === 3) {
endGame();
// 누가 이겼는지 서버에게 데이터 전송
// playerSocket.emit()
}
// 점수 낼 때 마다 서버에 스코어 데이터 전송
const data = {
clientId: playerSocket.id,
winner: winner,
}
playerSocket.emit('resetGame', data)
}
});