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sockets.js
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'use strict';
exports.init = (server) => {
let state = require('./state.js');
let io = require('socket.io').listen(server);
let games = {};
io.on('connection', socket => {
console.log('WebSocket: A user connected');
// joining
socket.on('game:create', () => {
let roomID = Math.floor(Math.random()*90000) + 10000;
socket.join('roomID');
socket.room = roomID;
socket.role = 'host';
games[roomID] = state.init();
attachHandlers(games[roomID]);
socket.emit('game:created', roomID);
console.log('game:create ' + roomID);
});
socket.on('game:join', (roomID) => {
let playerID = (Math.random().toString(36) + '00000000000000000').slice(2, 7);
socket.join('roomID');
socket.room = roomID;
socket.role = 'player';
socket.playerID = playerID;
//return player number
try {
attachHandlers(games[roomID]);
games[socket.room].in.emit('player:join', playerID);
socket.emit('game:joined', roomID);
} catch(e) {
console.log("game:join fail, roomID not found: " + roomID);
}
});
//player to server
socket.on('player:ready', (isReady) => {
games[socket.room].in.emit('player:ready', socket.playerID, isReady);
});
socket.on('ship:move:up', () => {
games[socket.room].in.emit('ship:move:up');
});
socket.on('ship:move:down', () => {
games[socket.room].in.emit('ship:move:down');
});
socket.on('ship:fire', (enemyID) => {
games[socket.room].in.emit('ship:fire', enemyID);
});
socket.on('ship:fire_closest', (enemyID) => {
games[socket.room].in.emit('ship:fire_closest');
});
socket.on('ship:generate_power', () => {
games[socket.room].in.emit('ship:generate_power');
});
socket.on('ship:move_power', (destination) => {
games[socket.room].in.emit('ship:move_power', destination);
});
socket.on('ship:use_power', (amount, location) => {
games[socket.room].in.emit('ship:use_power', amount, location);
});
socket.on('ship:cause_damage', (amount, location) => {
games[socket.room].in.emit('ship:damage', amount, location);
});
socket.on('ship:repair', (location, value) => {
if (value === undefined) value = 1;
games[socket.room].in.emit('ship:repair', value, location);
});
socket.on('ship:get_closest', () => {
games[socket.room].in.emit('enemies:get_closest');
});
socket.on('ship:get_status', () => {
games[socket.room].in.emit('ship:get_status');
});
socket.on('disconnect', () => {
if (socket.role === 'player') {
if (socket.room !== undefined && games[socket.room] !== undefined) {
games[socket.room].in.emit('player:leave');
}
} else if (socket.role === 'host') {
games[socket.room].in.emit('game:end', {reason: 'disconnect'});
}
});
let attachHandlers = (state) => {
// server to player
state.out.on('ship:fired', (enemy) => {
socket.emit('ship:fired', enemy);
});
state.out.on('ship:status', (ship) => {
socket.emit('ship:status', ship);
});
state.out.on('enemy:position', (enemy) => {
socket.emit('enemy:position', enemy);
});
state.out.on('enemy:closest', (enemyList) => {
socket.emit('enemy:closest', enemyList);
});
state.out.on('player:joined', (playerID, playerNumber) => {
socket.emit('player:joined', playerNumber);
});
state.out.on('player:left', (playerID, playerNumber) => {
socket.emit('player:left', playerNumber);
});
state.out.on('game:ready_players', (playerStates) => {
socket.emit('game:ready_players', playerStates);
});
state.out.on('game:started', (playerStates) => {
socket.emit('game:started');
});
state.out.on('game:ended', (details) => {
socket.emit('game:ended', details);
});
};
});
};