implemented hunter
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6c14f8619a
commit
58e9cd7115
@ -1,5 +1,5 @@
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const Player = require('./Player');
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const Player = require('./Player');
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const Hunter = require("./Hunter");
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const Hunter = require('./Hunter');
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class Game {
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class Game {
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@ -4,13 +4,17 @@ class Hunter {
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this.isAlive = false;
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this.isAlive = false;
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}
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}
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getPosition() {
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return this.position;
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}
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move_by(amount) {
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move_by(amount) {
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this.position += amount;
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this.position += amount;
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}
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}
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hunt(playerArray) {
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hunt(playerArray) {
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for (let i = 0; i < playerArray.length; i++) {
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for (let i = 0; i < playerArray.length; i++) {
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if (playerArray[i].position <= this.position) {
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if (playerArray[i].position <= this.position - 1) {
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playerArray[i].isAlive = false;
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playerArray[i].isAlive = false;
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}
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}
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}
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}
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@ -111,7 +111,6 @@ io.on('connection', socket => {
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} else {
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} else {
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io.to(socket.id).emit('error', 'It\'s not your turn');
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io.to(socket.id).emit('error', 'It\'s not your turn');
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}
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}
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});
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});
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socket.on('get card', function (difficulty) {
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socket.on('get card', function (difficulty) {
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@ -147,16 +146,18 @@ io.on('connection', socket => {
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io.in(socket.room).emit('player moved', {
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io.in(socket.room).emit('player moved', {
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"next_player": game[socket.room].players[game[socket.room].currentPlayerIndex].name,
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"next_player": game[socket.room].players[game[socket.room].currentPlayerIndex].name,
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"player": index,
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"player": index,
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"position": position
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"position": position,
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"state": game[socket.room].currentStatus,
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});
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});
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io.in(socket.room).emit('update Hunter', game[socket.room].hunter.getPosition());
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switch (game[socket.room].currentStatus) {
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switch (game[socket.room].currentStatus) {
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case Game.STATUS.IS_WON:
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case Game.STATUS.IS_WON:
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//TODO show clients the winner
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console.log("FINISHED");
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//game[socket.room].winnerIndex
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break;
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break;
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case Game.STATUS.IS_DRAW:
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case Game.STATUS.IS_DRAW:
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//TODO show clients that nobody wins
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console.log("DRAW");
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break;
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break;
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default:
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default:
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break;
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break;
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@ -1,4 +1,4 @@
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function Card(game_board_size, question, answer_1, answer_2, answer_3, answer_4, difficulty, your_turn) {
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function Card(game_board_size, question, answer_1, answer_2, answer_3, answer_4, difficulty, your_turn, game_state) {
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this.card = new PIXI.Graphics();
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this.card = new PIXI.Graphics();
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this.question = question;
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this.question = question;
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this.answer_1 = answer_1;
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this.answer_1 = answer_1;
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@ -68,10 +68,15 @@ function Card(game_board_size, question, answer_1, answer_2, answer_3, answer_4,
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this.card.addChild(header);
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this.card.addChild(header);
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if (difficulty === 0) {
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if (difficulty === 0) {
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if (game_state == 3) {
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for (let i = 0; i < positions.length; i++) {
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for (let i = 0; i < positions.length; i++) {
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if (positions[i] > 15) this.question = "Gewinner: " + playerNames[i];
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if (positions[i] > 15) this.question = "Gewinner: " + playerNames[i];
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}
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}
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}
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}
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else if (game_state == 2) {
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this.question = "Unentschieden.";
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}
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}
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const basicText = new PIXI.Text(this.question, style);
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const basicText = new PIXI.Text(this.question, style);
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basicText.x = this.card_x + 20;
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basicText.x = this.card_x + 20;
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@ -123,7 +128,7 @@ function Card(game_board_size, question, answer_1, answer_2, answer_3, answer_4,
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// OK-Button
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// OK-Button
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if (difficulty === 0 && (positions[0] > 15 || positions[1] > 15 || positions[2] > 15 || positions[3] > 15)) {
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if (game_state == 2 || game_state == 3) {
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this.card.addChild(new Button(0xffffff, 0xcccccc, 0xffffff, this.card_width - 40, 100, this.card_x + 20, this.card_y + this.card_height - 120, "New Game", null, function () {
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this.card.addChild(new Button(0xffffff, 0xcccccc, 0xffffff, this.card_width - 40, 100, this.card_x + 20, this.card_y + this.card_height - 120, "New Game", null, function () {
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window.location.reload();
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window.location.reload();
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}).getButton());
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}).getButton());
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@ -57,7 +57,7 @@ function start_game() {
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sprites.forEach(sprite => app.stage.addChild(sprite.getSprite()));
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sprites.forEach(sprite => app.stage.addChild(sprite.getSprite()));
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// Red border
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// Red border
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let red_border = generate_red_border(new PIXI.Graphics());
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let red_border = generate_red_border(new PIXI.Graphics(), 1, 9);
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app.stage.addChild(red_border);
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app.stage.addChild(red_border);
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@ -268,13 +268,14 @@ function start_game() {
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break;
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break;
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}
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}
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if (x === 1 && y === 9 && data.position !== 0) {
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if (data.state == 2 || data.state == 3) {
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card = new Card(game_board_size, "",
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card = new Card(game_board_size, "",
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{ "text": playerNames[0] ? playerNames[0] + ": " + positions[0] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[0] ? playerNames[0] + ": " + positions[0] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[1] ? playerNames[1] + ": " + positions[1] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[1] ? playerNames[1] + ": " + positions[1] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[2] ? playerNames[2] + ": " + positions[2] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[2] ? playerNames[2] + ": " + positions[2] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[3] ? playerNames[3] + ": " + positions[3] : ("Kein Spieler"), "status": false },
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{ "text": playerNames[3] ? playerNames[3] + ": " + positions[3] : ("Kein Spieler"), "status": false },
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0, false);
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0, false, data.state);
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red_border.clear();
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card.showCard();
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card.showCard();
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show_card = true;
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show_card = true;
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}
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}
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@ -282,6 +283,14 @@ function start_game() {
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if (next_player === username) my_turn.text = "Your Turn";
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if (next_player === username) my_turn.text = "Your Turn";
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});
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});
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socket.on('update Hunter', function (position) {
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x = sprites[position].coord_x;
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y = sprites[position].coord_y;
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red_border.clear();
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red_border = generate_red_border(new PIXI.Graphics(), x, y);
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app.stage.addChild(red_border);
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});
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resize();
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resize();
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}
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}
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@ -297,9 +306,9 @@ function generate_card_stack(sprite, x, y, onclick) {
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return sprite;
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return sprite;
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}
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}
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function generate_red_border(graphics) {
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function generate_red_border(graphics, x, y) {
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graphics.lineStyle(sprite_size * 0.10, 0x862323, 1);
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graphics.lineStyle(sprite_size * 0.10, 0x862323, 1);
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graphics.drawRect(sprite_size * 1 - sprite_size * 0.2, sprite_size * 9 - sprite_size * 0.2, sprite_size * 1.5, sprite_size * 1.5);
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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;
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return graphics;
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}
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}
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