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server.js
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server.js
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#!/bin/env node
var SERVER_URL = "127.0.0.1",
PORT = 8080;
var app = require("http").createServer(handler),
path = require("path"),
fs = require("fs"),
io = require('socket.io').listen(app);
app.listen(PORT, SERVER_URL);
var Room = require('./Room.js'),
emptyRoom = [], //array of empty room number
rooms = [];
/*rooms = [{ player: [player1, player2],
bomb : [...],
tool : [ ]
} ... ] */
Room.prototype.Player = require('./Player.js');
Room.prototype.Bomb = require('./Bomb.js');
Room.prototype.Tool = require('./Tool.js');
//************************************************
//Game control starts here
//************************************************
var GameControl = (function () {
function assignRoom(name, picId, socket) {
var len = emptyRoom.length,
roomId;
if (len) {
roomId = emptyRoom[len - 1];
} else {
roomId = rooms.length;
rooms.push(new Room(roomId));
emptyRoom.push(roomId);
}
var room = rooms[roomId],
playerId = room.player.length; //0 or 1
socket.join("" + roomId);
socket.roomId = roomId;
socket.playerId = playerId;
room.createPlayer(name, socket.playerId, picId);
if (io.sockets.clients('' + roomId).length >= 2) { //the room is full, make a new room and start the game
emptyRoom.pop();
socket.emit('game init', 1, room.player);
socket.broadcast.to('' + roomId).emit('game init', 0, room.player);
gameStart(roomId);
}
}
function gameStart(roomId) {
var room = rooms[roomId];
room.gameIsOver = false;
io.sockets.in('' + roomId).emit('sound', 'background');
genBombs();
genTools();
update();
function genBombs() {
if (room.newBombInterval > 5000) {
room.newBombInterval = room.newBombInterval * 0.9;
}
room.createBombs();
io.sockets.in('' + roomId).emit('draw', room.getData());
if (!room.gameIsOver) {
room.bombLoopId = setTimeout(genBombs, genInterval(room.newBombInterval));
}
};
function genTools() {
room.createTools();
io.sockets.in('' + roomId).emit('draw', room.getData());
if (!room.gameIsOver) {
room.toolLoopId = setTimeout(genTools, genInterval(room.newToolInterval));
}
}
function update() {
if (room.needUpdate()) {
io.sockets.in('' + roomId).emit('draw', room.getData());
}
//if any player is dead
if (!room.gameIsOver) {
room.updateLoopId = setTimeout(update, 50);
} else {
var losers = room.losers;
//if(gameIsOver) return;
if (losers.length == room.player.length) { //tie game
io.sockets.in('' + roomId).emit('draw', room.getData());
io.sockets.in('' + roomId).emit('game over', 'tie');
io.sockets.in('' + roomId).emit('sound', 'lose');
return;
}
//get all sockets in a room
var sockets = io.sockets.clients('' + roomId);
io.sockets.in('' + roomId).emit('draw', room.getData());
for (var i = sockets.length - 1; i >= 0; i--) {
var socket = sockets[i];
if (socket.playerId == losers[0].playerId) {
socket.emit('game over', 'You lose');
socket.emit('sound', 'lose');
} else {
socket.emit('game over', 'You win');
socket.emit('sound', 'win');
}
socket.leave('' + roomId);
}
gameOver(roomId);
}
}
function genInterval(interval) {
return (Math.random() * .4 + .8) * interval;
}
}
function gameOver(roomId) {
var room = rooms[roomId];
//clear bomb and tool generation loop
clearTimeout(room.bombLoopId);
clearTimeout(room.toolLoopId);
clearTimeout(room.updateLoopId);
rooms[roomId] = new Room(roomId);
//remove the room
emptyRoom.unshift(roomId);
rooms[roomId].gameIsOver = true;
}
return {
assignRoom: assignRoom,
gameOver: gameOver
};
})();
//************************************************
//Game control ends here
//************************************************
//********************************
// socket settings start here
//********************************
io.set('log level', 1);
io.sockets.on('connection', function (socket) {
socket.on('new player', function (userName, userPic) {
if (rooms.roomId) {
socket.leave('' + socket.roomId);
}
GameControl.assignRoom(userName, userPic, socket);
});
socket.on('key down', function (key) {
var roomId = socket.roomId,
room = rooms[roomId];
if (io.sockets.clients('' + roomId).indexOf(socket) == -1) {
return;
}
var playerId = socket.playerId;
room.updatePlayerActionDown(key, playerId);
io.sockets.in('' + roomId).emit('draw', room.getData());
});
socket.on('key up', function (key) {
var roomId = socket.roomId,
room = rooms[roomId],
playerId = socket.playerId;
if (io.sockets.clients('' + roomId).indexOf(socket) == -1) {
return;
}
room.updatePlayerActionUp(key, playerId);
io.sockets.in('' + roomId).emit('draw', room.getData());
});
socket.on('disconnect', function () {
var roomId = socket.roomId,
room = rooms[roomId];
if (io.sockets.clients('' + roomId).indexOf(socket) == -1) {
return;
}
if (room.player.length <= 1) { // if the room is empty, reset it
GameControl.gameOver(roomId);
return;
}
if (room.gameIsOver === false) {
socket.broadcast.to('' + roomId).emit('game over', 'Your rival runs away.')
socket.broadcast.to('' + roomId).emit('sound', 'win');
// leave room
var sockets = io.sockets.clients('' + roomId);
for (var i = sockets.length - 1; i >= 0; i--) {
sockets[i].leave('' + roomId);
}
}
});
});
//********************************
// socket settings end here
//********************************
//********************************
// serve static files
//********************************
function handler(req, res) {
var filename = require('url').parse(req.url).pathname;
if (filename == '/') {
filename = "/footbomb.html";
};
var ext = path.extname(filename);
var localPath = __dirname;
var validExtensions = {
".html": "text/html",
".js": "application/javascript",
".css": "text/css",
".txt": "text/plain",
".jpg": "image/jpeg",
".gif": "image/gif",
".png": "image/png",
".wav": "audio/wav"
};
var isValidExt = validExtensions[ext];
if (isValidExt) {
localPath += filename;
fs.exists(localPath, function (exists) {
if (exists) {
getFile(localPath, res, ext);
} else {
console.log("File not found: " + localPath);
res.writeHead(404);
res.end();
}
});
} else {
console.log("Invalid file extension detected: " + filename)
}
}
function getFile(localPath, res, mimeType) {
fs.readFile(localPath, function (err, contents) {
if (!err) {
res.setHeader("Content-Length", contents.length);
res.setHeader("Content-Type", mimeType);
res.statusCode = 200;
res.end(contents);
} else {
res.writeHead(500);
res.end();
}
});
}