Projektmanagement-Game/public/js/game.js

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/*
Images
dice.svg: https://www.svgrepo.com/download/198836/gambler-casino.svg
sprite.jpg: https://media.istockphoto.com/photos/gray-granite-stone-texture-seamless-square-background-tile-ready-picture-id1096464726
*/
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let positions = [0, 0, 0, 0];
let card;
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let answer = null;
let show_card = false;
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let diced = false;
let rolled_number = null;
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let game = document.getElementById('game');
let app;
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let border_card_stack = new PIXI.Graphics();
let my_turn;
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let score_button;
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let game_board_size = 2000;
let max_size = calculate_size();
let sprite_size = Math.floor(game_board_size / 11);
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let playerNames = [];
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// fields
let sprites = [
new Sprite(1, 9, false), // lower left
new Sprite(1, 7, false),
new Sprite(1, 5, false),
new Sprite(1, 3, false),
new Sprite(1, 1, false), // upper left
new Sprite(3, 1, false),
new Sprite(5, 1, false),
new Sprite(7, 1, false),
new Sprite(9, 1, false), // upper right
new Sprite(9, 3, false),
new Sprite(9, 5, false),
new Sprite(9, 7, false),
new Sprite(9, 9, true), // lower right
new Sprite(7, 9, true),
new Sprite(5, 9, true),
new Sprite(3, 9, true)
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];
function start_game() {
app = new PIXI.Application({
autoResize: true,
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resolution: 1,
backgroundAlpha: 0,
width: max_size / game_board_size,
height: max_size / game_board_size
});
document.getElementById('game').appendChild(app.view);
sprites.forEach(sprite => app.stage.addChild(sprite.getSprite()));
// Red border
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let hunter = generate_hunter(new PIXI.Graphics(), 1, 9);
app.stage.addChild(hunter);
// Player circles
let player_a = generate_circle(new PIXI.Graphics(), 1, 9, 'yellow', 1);
app.stage.addChild(player_a);
let player_b = generate_circle(new PIXI.Graphics(), 1, 9, 'blue', 2);
app.stage.addChild(player_b);
let player_c = generate_circle(new PIXI.Graphics(), 1, 9, 'green', 3);
app.stage.addChild(player_c);
let player_d = generate_circle(new PIXI.Graphics(), 1, 9, 'red', 4);
app.stage.addChild(player_d);
// Card stacks
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let cards_1 = generate_card_stack(PIXI.Sprite.from('/img/card_stack_1.png'), 3, 3, function () {
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if (diced && !show_card && rolled_number === 1) socket.emit('get card', 1);
});
app.stage.addChild(cards_1);
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let cards_2 = generate_card_stack(PIXI.Sprite.from('/img/card_stack_2.png'), 5, 3, function () {
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if (diced && !show_card && rolled_number === 2) socket.emit('get card', 2);
});
app.stage.addChild(cards_2);
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let cards_3 = generate_card_stack(PIXI.Sprite.from('/img/card_stack_3.png'), 7, 3, function () {
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if (diced && !show_card && rolled_number === 3) socket.emit('get card', 3);
});
app.stage.addChild(cards_3);
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// Dice
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let diceTexture = PIXI.Texture.from('/img/dice.svg');
let dice = new PIXI.Sprite(diceTexture);
dice.x = sprite_size * 7 - sprite_size * 0.2;
dice.y = sprite_size * 7 - sprite_size * 0.2;
dice.width = 200;
dice.height = 200;
dice.interactive = true;
dice.buttonMode = true;
dice.defaultCursor = 'pointer';
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dice.on('pointerdown', function () {
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if (!diced) socket.emit('roll dice');
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});
app.stage.addChild(dice);
app.stage.addChild(border_card_stack);
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// Logo
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let logo = PIXI.Sprite.from('/img/logo.png');
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logo.x = sprite_size * 3 - sprite_size * 0.2;
logo.y = sprite_size * 5.5 - sprite_size * 0.2;
logo.width = sprite_size * 3.5;
logo.height = sprite_size * 1.5;
app.stage.addChild(logo);
my_turn = new PIXI.Text("", new PIXI.TextStyle({
fontFamily: 'Arial',
fontSize: 70,
fontWeight: 'bold',
}));
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my_turn.x = sprite_size * 6;
my_turn.y = sprite_size * 8;
app.stage.addChild(my_turn);
let rolled_number_text = new PIXI.Text("", new PIXI.TextStyle({
fontFamily: 'Arial',
fontSize: 140,
fontWeight: 'bold',
wordWrap: true,
wordWrapWidth: game_board_size * 0.5 - 20,
}));
rolled_number_text.x = sprite_size * 7 - sprite_size * 0.2 + dice.width / 2 - rolled_number_text.width / 2;
rolled_number_text.y = sprite_size * 6 - sprite_size * 0.2;
app.stage.addChild(rolled_number_text);
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let score_button_text = new PIXI.Text("Scoreboard", new PIXI.TextStyle({
fontFamily: 'Arial',
fontSize: 40,
wordWrap: true,
wordWrapWidth: this.width,
breakWords: true,
padding: 50
}));
score_button_text.x = sprite_size * 3 + 25 - sprite_size * 0.2;
score_button_text.y = sprite_size * 7 + 25 - sprite_size * 0.2 + sprite_size * 0.5;
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score_button = new PIXI.Graphics();
score_button.lineStyle(4, 0x000000, 1);
score_button.beginFill(0x7d7d7d);
score_button.drawRect(sprite_size * 3 - sprite_size * 0.2, sprite_size * 7 - sprite_size * 0.2 + sprite_size * 0.5, score_button_text.width + 50, score_button_text.height + 50);
score_button.endFill();
score_button.interactive = true;
score_button.buttonMode = true;
score_button.defaultCursor = 'pointer';
score_button.on('pointerdown', function () {
card = new Card(game_board_size, "",
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{"text": playerNames[0] ? playerNames[0] + ": " + positions[0] : ("N/A"), "status": false},
{"text": playerNames[1] ? playerNames[1] + ": " + positions[1] : ("N/A"), "status": false},
{"text": playerNames[2] ? playerNames[2] + ": " + positions[2] : ("N/A"), "status": false},
{"text": playerNames[3] ? playerNames[3] + ": " + positions[3] : ("N/A"), "status": false},
0, false);
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card.showCard();
show_card = true;
});
app.stage.addChild(score_button);
score_button.addChild(score_button_text);
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socket.on('update player names', function (p) {
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playerNames = p;
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});
socket.on('first player', function () {
my_turn.text = "Your Turn";
});
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socket.on('dice', function (randomInt) {
rolled_number = randomInt;
diced = true;
border_card_stack.clear();
border_card_stack.lineStyle(15, 0x862323, 1);
border_card_stack.drawRoundedRect(sprite_size * (1 + 2 * rolled_number) - sprite_size * 0.2, sprite_size * 3 - sprite_size * 0.2, sprite_size * 1.5, sprite_size * 3 * 0.72, 10);
rolled_number_text.text = rolled_number;
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});
socket.on('card', function (data) {
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if (show_card === true) card.destroyCard();
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card = new Card(game_board_size, data.card.question, data.card['answers'][0], data.card['answers'][1], data.card['answers'][2], data.card['answers'][3], data.card['difficulty'], data.username === username);
card.showCard();
show_card = true;
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});
socket.on('card destroyed', function () {
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diced = false;
show_card = false;
card.destroyCard();
rolled_number_text.text = "";
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border_card_stack.clear();
});
socket.on('player moved', function (data) {
my_turn.text = "";
let player = data.player;
let position = data.position;
let next_player = data.next_player;
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let x, y;
if (position < 16) {
x = sprites[position].coord_x;
y = sprites[position].coord_y;
} else {
x = 1;
y = 9;
}
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switch (player) {
case 0:
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positions[0] = data.position;
player_a.clear();
player_a = generate_circle(new PIXI.Graphics(), x, y, 'yellow', 1);
app.stage.addChild(player_a);
break;
case 1:
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positions[1] = data.position;
player_b.clear();
player_b = generate_circle(new PIXI.Graphics(), x, y, 'blue', 2);
app.stage.addChild(player_b);
break;
case 2:
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positions[2] = data.position;
player_c.clear();
player_c = generate_circle(new PIXI.Graphics(), x, y, 'green', 3);
app.stage.addChild(player_c);
break;
case 3:
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positions[3] = data.position;
player_d.clear();
player_d = generate_circle(new PIXI.Graphics(), x, y, 'red', 4);
app.stage.addChild(player_d);
break;
}
if (data.state === 2 || data.state === 3) {
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card = new Card(game_board_size, "",
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{"text": playerNames[0] ? playerNames[0] + ": " + positions[0] : ("N/A"), "status": false},
{"text": playerNames[1] ? playerNames[1] + ": " + positions[1] : ("N/A"), "status": false},
{"text": playerNames[2] ? playerNames[2] + ": " + positions[2] : ("N/A"), "status": false},
{"text": playerNames[3] ? playerNames[3] + ": " + positions[3] : ("N/A"), "status": false},
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0, false, data.state);
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hunter.clear();
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card.showCard();
show_card = true;
}
if (next_player === username) my_turn.text = "Your Turn";
});
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socket.on('update hunter', function (position) {
let x = sprites[position].coord_x;
let y = sprites[position].coord_y;
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hunter.clear();
hunter = generate_hunter(new PIXI.Graphics(), x, y);
app.stage.addChild(hunter);
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});
resize();
}
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function generate_card_stack(sprite, x, y, onclick) {
sprite.x = sprite_size * x - sprite_size * 0.2;
sprite.y = sprite_size * y - sprite_size * 0.2;
sprite.width = sprite_size * 1.5;
sprite.height = sprite_size * 3 * 0.72;
sprite.interactive = true;
sprite.buttonMode = true;
sprite.defaultCursor = 'pointer';
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sprite.on('pointerdown', onclick);
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return sprite;
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}
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function generate_hunter(graphics, x, y) {
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graphics.lineStyle(sprite_size * 0.10, 0x862323, 1);
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graphics.drawRect(sprite_size * x - sprite_size * 0.2, sprite_size * y - sprite_size * 0.2, sprite_size * 1.5, sprite_size * 1.5);
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return graphics;
}
function generate_circle(graphics, x, y, color, offset) {
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graphics.lineStyle(0);
switch (color) {
case 'yellow':
graphics.beginFill(0xFFDDA1, 1);
break;
case 'red':
graphics.beginFill(0xF47A93, 1);
break;
case 'green':
graphics.beginFill(0x6C9A8B, 1);
break;
case 'blue':
graphics.beginFill(0x4169E1, 1);
break;
case 'white':
graphics.beginFill(0xFFFFFF, 1);
break;
}
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switch (offset) {
case 1:
graphics.drawCircle(sprite_size * x - 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size * y + 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size / 4);
break; // upper left
case 2:
graphics.drawCircle(sprite_size * x + 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size * y + 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size / 4);
break; // upper right
case 3:
graphics.drawCircle(sprite_size * x - 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size * y - 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size / 4);
break; // lower left
case 4:
graphics.drawCircle(sprite_size * x + 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size * y - 65 - sprite_size * 0.2 + sprite_size * 0.75, sprite_size / 4);
break; // lower right
}
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graphics.endFill();
return graphics;
}
function calculate_size() {
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let width;
let height;
if (game.offsetWidth > window.innerWidth) {
width = window.innerWidth - document.getElementById('chat').offsetWidth;
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} else {
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width = game.offsetWidth;
}
if (game.offsetHeight > window.innerHeight) {
height = window.innerHeight - document.getElementsByTagName('header')[0].offsetHeight;
} else {
height = game.offsetHeight;
}
if (width > height) {
return height;
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} else {
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return width;
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}
}
// Resize
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window.addEventListener('resize', resize);
function resize() {
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let size = calculate_size();
app.stage.scale.set(size / game_board_size, size / game_board_size);
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app.renderer.resize(size, size);
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}