Close card if active player left
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parent
f7dc76cac7
commit
6d96b0bc61
@ -43,16 +43,16 @@ io.on('connection', socket => {
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socket.on('add user', function (data) {
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socket.on('add user', function (data) {
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socket.username = data.username;
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socket.username = data.username;
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socket.room = data.room_name;
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socket.room = data.room_name;
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if (game[socket.room] === undefined) {
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if (game[socket.room] === undefined) {
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game[socket.room] = new Game();
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game[socket.room] = new Game();
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}
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}
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if (game[socket.room].add_player(socket.username)) {
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if (game[socket.room].add_player(socket.username)) {
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game[socket.room].addPlayerName(data.username);
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game[socket.room].addPlayerName(data.username);
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addedUser = true;
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addedUser = true;
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socket.emit('login');
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socket.emit('login');
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socket.join(socket.room);
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socket.join(socket.room);
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io.in(socket.room).emit('updatePlayerNames', game[socket.room].getPlayerNames());
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io.in(socket.room).emit('updatePlayerNames', game[socket.room].getPlayerNames());
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@ -80,6 +80,7 @@ io.on('connection', socket => {
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socket.on('disconnect', function () {
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socket.on('disconnect', function () {
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if (game[socket.room] !== undefined && addedUser) {
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if (game[socket.room] !== undefined && addedUser) {
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if (game[socket.room].current_player_is(socket.username)) socket.broadcast.to(socket.room).emit('card destroyed');
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game[socket.room].removePlayerName(socket.username);
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game[socket.room].removePlayerName(socket.username);
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io.in(socket.room).emit('updatePlayerNames', game[socket.room].getPlayerNames());
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io.in(socket.room).emit('updatePlayerNames', game[socket.room].getPlayerNames());
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@ -87,8 +88,6 @@ io.on('connection', socket => {
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socket.broadcast.to(socket.room).emit('user left', socket.username);
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socket.broadcast.to(socket.room).emit('user left', socket.username);
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game[socket.room].remove_player(socket.username);
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game[socket.room].remove_player(socket.username);
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// TODO Close card if card is opened and active player left
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socket.leave(socket.room);
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socket.leave(socket.room);
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if (game[socket.room].players.length === 0) delete game[socket.room];
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if (game[socket.room].players.length === 0) delete game[socket.room];
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