Projektmanagement-Game/public/js/game.js
2021-06-21 21:18:29 +02:00

302 lines
9.6 KiB
JavaScript

/*
Images
background.jpg: https://www.lignaushop.de/images/product_images/popup_images/treppenstufe-buecherregal-fensterbank-eiche-country-rustikal-unbehandelt-wuppertal.JPG
card_stack.png: https://www.google.de/url?sa=i&url=https%3A%2F%2Fwww.pngegg.com%2Fpt%2Fsearch%3Fq%3Drainha%2Bde%2Bcopas&psig=AOvVaw3wwfk87wAXBxqmdXnoGSfe&ust=1623254731054000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMjUoaG1iPECFQAAAAAdAAAAABA5
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
*/
let card;
let answer = null;
let show_card = false;
let diced = false;
let rolled_number = null;
let game = document.getElementById('game');
let app;
let border_card_stack = new PIXI.Graphics();
let my_turn;
let game_board_size = 2000;
let max_size = calculate_size();
let sprite_size = Math.floor(game_board_size / 11);
// fields
let sprites = [
new Sprite(9, 9), // lower right
new Sprite(7, 9),
new Sprite(5, 9),
new Sprite(3, 9),
new Sprite(1, 9), // upper right
new Sprite(1, 7),
new Sprite(1, 5),
new Sprite(1, 3),
new Sprite(1, 1), // upper left
new Sprite(3, 1),
new Sprite(5, 1),
new Sprite(7, 1),
new Sprite(9, 1), // lower left
new Sprite(9, 3),
new Sprite(9, 5),
new Sprite(9, 7)
];
function start_game() {
app = new PIXI.Application({
autoResize: true,
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
let red_border = generate_red_border(new PIXI.Graphics());
app.stage.addChild(red_border);
// White circles
let player_a = generate_circle(new PIXI.Graphics(), 9, 9, 'yellow', 1);
app.stage.addChild(player_a);
let player_b = generate_circle(new PIXI.Graphics(), 9, 9, 'blue', 2);
app.stage.addChild(player_b);
let player_c = generate_circle(new PIXI.Graphics(), 9, 9, 'green', 3);
app.stage.addChild(player_c);
let player_d = generate_circle(new PIXI.Graphics(), 9, 9, 'red', 4);
app.stage.addChild(player_d);
// Card stacks
let cards_1 = generate_card_stack(PIXI.Sprite.from('/img/card_stack.png'), 3, 3, function () {
if (diced && !show_card && rolled_number === 1) {
console.log("1");
socket.emit('get card', 1);
}
});
app.stage.addChild(cards_1);
let cards_2 = generate_card_stack(PIXI.Sprite.from('/img/card_stack.png'), 5, 3, function () {
if (diced && !show_card && rolled_number === 2) {
console.log("2");
socket.emit('get card', 2);
}
});
app.stage.addChild(cards_2);
let cards_3 = generate_card_stack(PIXI.Sprite.from('/img/card_stack.png'), 7, 3, function () {
if (diced && !show_card && rolled_number === 3) {
console.log("3");
socket.emit('get card', 3);
}
});
app.stage.addChild(cards_3);
// Dice
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';
dice.on('pointerdown', function () {
if (!diced) {
socket.emit('roll dice');
}
});
app.stage.addChild(dice);
app.stage.addChild(border_card_stack);
// Logo
let logo = PIXI.Sprite.from('/img/logo.png');
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;
// logo.rotation -= Math.PI / 8;
app.stage.addChild(logo);
my_turn = new PIXI.Text("", new PIXI.TextStyle({
fontFamily: 'Arial',
fontSize: 70,
fontWeight: 'bold',
}));
my_turn.x = sprite_size * 3;
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);
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;
});
socket.on('card', function (data) {
let u = data.username;
let q = data.card.question;
let a = data.card.answers;
let d = data.card.difficulty;
card = new Card(game_board_size, q, a[0], a[1], a[2], a[3], d, u === username);
card.showCard();
show_card = true;
});
socket.on('card destroyed', function () {
diced = false;
show_card = false;
card.destroyCard();
rolled_number_text.text = "";
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;
let x = sprites[position].coord_x;
let y = sprites[position].coord_y;
switch (player) {
case 0:
player_a.clear();
player_a = generate_circle(new PIXI.Graphics(), y, x, 'yellow', 1);
app.stage.addChild(player_a);
break;
case 1:
player_b.clear();
player_b = generate_circle(new PIXI.Graphics(), y, x, 'blue', 2);
app.stage.addChild(player_b);
break;
case 2:
player_c.clear();
player_c = generate_circle(new PIXI.Graphics(), y, x, 'green', 3);
app.stage.addChild(player_c);
break;
case 3:
player_d.clear();
player_d = generate_circle(new PIXI.Graphics(), y, x, 'red', 4);
app.stage.addChild(player_d);
break;
}
if (next_player === username) my_turn.text = "Your Turn";
});
resize();
}
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';
sprite.on('pointerdown', onclick);
return sprite;
}
function generate_red_border(graphics) {
graphics.lineStyle(sprite_size * 0.10, 0x862323, 1);
graphics.drawRect(sprite_size * 9 - sprite_size * 0.2, sprite_size * 9 - sprite_size * 0.2, sprite_size * 1.5, sprite_size * 1.5);
return graphics;
}
function generate_circle(graphics, x, y, color, offset) {
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;
}
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
}
graphics.endFill();
return graphics;
}
function calculate_size() {
let width;
let height;
if (game.offsetWidth > window.innerWidth) {
width = window.innerWidth - document.getElementById('chat').offsetWidth;
} else {
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;
} else {
return width;
}
}
// Resize
window.addEventListener('resize', resize);
function resize() {
let size = calculate_size();
app.stage.scale.set(size / game_board_size, size / game_board_size);
app.renderer.resize(size, size);
}