Added prettier

This commit is contained in:
martin 2023-10-28 15:12:50 +02:00
parent 57c046fc77
commit b0c6641ea2
45 changed files with 1121 additions and 1072 deletions

View File

@ -1,5 +1,5 @@
<component name="ProjectCodeStyleConfiguration">
<state>
<option name="PREFERRED_PROJECT_CODE_STYLE" value="Default" />
<option name="USE_PER_PROJECT_SETTINGS" value="true" />
</state>
</component>

View File

@ -0,0 +1,9 @@
{
"tabWidth": 2,
"semi": false,
"singleQuote": false,
"arrowParens": "avoid",
"bracketSpacing": true,
"bracketSameLine": true,
"printWidth": 120
}

View File

@ -23,6 +23,7 @@
"cross-env": "^7.0.3",
"happy-dom": "^12.10.3",
"postcss": "^8.4.31",
"prettier": "^3.0.3",
"tailwindcss": "^3.3.5",
"typescript": "^5.2.2",
"vite": "^4.5.0",
@ -41,7 +42,8 @@
"build": "vite build",
"serve": "vite preview",
"test": "cross-env CI=true vitest",
"coverage": "vitest run --coverage"
"coverage": "vitest run --coverage",
"format": "prettier --write \"src/**/*.{js,jsx,ts,tsx,json,css,scss,md}\""
},
"browserslist": {
"production": [

View File

@ -67,6 +67,9 @@ importers:
postcss:
specifier: ^8.4.31
version: 8.4.31
prettier:
specifier: ^3.0.3
version: 3.0.3
tailwindcss:
specifier: ^3.3.5
version: 3.3.5
@ -2442,6 +2445,7 @@ packages:
chalk: 3.0.0
diff-match-patch: 1.0.5
dev: false
bundledDependencies: []
/lilconfig@2.1.0:
resolution: {integrity: sha512-utWOt/GHzuUxnLKxB6dk81RoOeoNeHgbrXiuGk4yyF5qlRz+iIVWu56E2fqGHFrXz0QNUhLB/8nKqvRH66JKGQ==}
@ -2890,6 +2894,12 @@ packages:
source-map-js: 1.0.2
dev: true
/prettier@3.0.3:
resolution: {integrity: sha512-L/4pUDMxcNa8R/EthV08Zt42WBO4h1rarVtK0K+QJG0X187OLo7l699jWw0GKuwzkPQ//jMFA/8Xm6Fh3J/DAg==}
engines: {node: '>=14'}
hasBin: true
dev: true
/pretty-format@29.6.2:
resolution: {integrity: sha512-1q0oC8eRveTg5nnBEWMXAU2qpv65Gnuf2eCQzSjxpWFkPaPARwqZZDGuNE0zPAZfTCHzIk3A8dIjwlQKKLphyg==}
engines: {node: ^14.15.0 || ^16.10.0 || >=18.0.0}

View File

@ -1,21 +1,21 @@
import React, {FC} from "react";
import {Navigate, Route, Routes} from "react-router-dom";
import Layout from "./components/layout";
import AppRoutes from "./AppRoutes";
import "./index.css";
import {useAtomValue} from "jotai";
import {thisPlayerAtom} from "./utils/state";
import React, { FC } from "react"
import { Navigate, Route, Routes } from "react-router-dom"
import Layout from "./components/layout"
import AppRoutes from "./AppRoutes"
import "./index.css"
import { useAtomValue } from "jotai"
import { thisPlayerAtom } from "./utils/state"
export const App: FC = () => (
<Layout>
<Routes>
{AppRoutes.map((route, index) => {
const {element, secured = false, ...rest} = route;
return <Route key={index} {...rest} element={<Secured secured={secured}>{element}</Secured>}/>;
const { element, secured = false, ...rest } = route
return <Route key={index} {...rest} element={<Secured secured={secured}>{element}</Secured>} />
})}
</Routes>
</Layout>
);
)
/**
* This component is used to redirect the user to the login page if they are not logged in and the page is secured.
@ -23,13 +23,15 @@ export const App: FC = () => (
* @param secured Whether or not the page is secured.
* @constructor The Secured component.
*/
const Secured: FC<{
secured: boolean
} & ChildProps> = ({children, secured}) => {
const player = useAtomValue(thisPlayerAtom);
const Secured: FC<
{
secured: boolean
} & ChildProps
> = ({ children, secured }) => {
const player = useAtomValue(thisPlayerAtom)
if (secured && player === undefined) {
return <Navigate to={"/login"} replace/>
return <Navigate to={"/login"} replace />
}
return <>{children}</>

View File

@ -1,37 +1,37 @@
import React from "react";
import {Counter} from "./pages/counter";
import GamePage from "./pages/game";
import LobbyPage from "./pages/lobby";
import LoginPage from "./pages/login";
import HomePage from "./pages/home";
import React from "react"
import { Counter } from "./pages/counter"
import GamePage from "./pages/game"
import LobbyPage from "./pages/lobby"
import LoginPage from "./pages/login"
import HomePage from "./pages/home"
const AppRoutes = [
{
index: true,
element: <HomePage/>
element: <HomePage />,
},
{
path: "/counter",
element: <Counter/>
element: <Counter />,
},
{
path: "/game/:id",
element: <GamePage/>,
secured: true
element: <GamePage />,
secured: true,
},
{
path: "/lobby",
element: <LobbyPage/>,
secured: true
element: <LobbyPage />,
secured: true,
},
{
path: "/login",
element: <LoginPage/>
element: <LoginPage />,
},
{
path: "*",
element: <p>Page not found</p>
}
];
element: <p>Page not found</p>,
},
]
export default AppRoutes;
export default AppRoutes

View File

@ -1,16 +1,15 @@
import React, {FC} from "react";
import React, { FC } from "react"
export const Button: FC<ButtonProps> = (
{
className,
onClick,
style,
title,
id,
disabled = false,
children,
type = "button",
}) => {
export const Button: FC<ButtonProps> = ({
className,
onClick,
style,
title,
id,
disabled = false,
children,
type = "button",
}) => {
return (
<button
id={id}
@ -23,4 +22,4 @@ export const Button: FC<ButtonProps> = (
{children}
</button>
)
}
}

View File

@ -1,36 +1,34 @@
import React, {FC} from "react";
import useToggle from "../hooks/useToggle";
import {BugAntIcon} from "@heroicons/react/20/solid";
import {selectedMapAtom} from "../utils/state";
import {useAtom} from "jotai";
import React, { FC } from "react"
import useToggle from "../hooks/useToggle"
import { BugAntIcon } from "@heroicons/react/20/solid"
import { selectedMapAtom } from "../utils/state"
import { useAtom } from "jotai"
const DebugMenu: FC = () => {
const [open, toggleOpen] = useToggle();
const [open, toggleOpen] = useToggle()
if (import.meta.env.DEV) {
return (
<div>
{open && <DebugOptions/>}
<button className={"fixed bottom-2 right-2 bg-gray-800 text-white p-2 z-50 rounded-full"}
title={"Debug menu"}
onClick={() => toggleOpen()}>
<BugAntIcon className={"w-8 m-1"}/>
{open && <DebugOptions />}
<button
className={"fixed bottom-2 right-2 bg-gray-800 text-white p-2 z-50 rounded-full"}
title={"Debug menu"}
onClick={() => toggleOpen()}>
<BugAntIcon className={"w-8 m-1"} />
</button>
</div>
);
)
}
}
export default DebugMenu;
export default DebugMenu
const DebugOptions: FC = () => {
const [map, setMap] = useAtom(selectedMapAtom);
const [map, setMap] = useAtom(selectedMapAtom)
function clearSessionStorage(): void {
sessionStorage.clear();
sessionStorage.clear()
}
function restartGame(): void {

View File

@ -1,56 +1,49 @@
import React, {FC} from "react";
import {useAtom, useAtomValue} from "jotai";
import {selectedDiceAtom, thisPlayerAtom,} from "../utils/state";
import {Button} from "./button";
import React, { FC } from "react"
import { useAtom, useAtomValue } from "jotai"
import { selectedDiceAtom, thisPlayerAtom } from "../utils/state"
import { Button } from "./button"
export const AllDice: FC<{ values?: number[] } & ComponentProps> = (
{
className,
values,
}) => {
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom);
export const AllDice: FC<{ values?: number[] } & ComponentProps> = ({ className, values }) => {
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom)
function handleClick(dice: SelectedDice): void {
setSelectedDice(dice);
setSelectedDice(dice)
}
return (
<div className={"flex gap-5 justify-center"}>
{values?.map((value, index) =>
<Dice key={index}
className={`${selectedDice?.index === index ? "border-2 border-black" : ""} ${className}`}
value={value}
onClick={(value) => handleClick({index, value})}/>)}
{values?.map((value, index) => (
<Dice
key={index}
className={`${selectedDice?.index === index ? "border-2 border-black" : ""} ${className}`}
value={value}
onClick={value => handleClick({ index, value })}
/>
))}
</div>
);
};
interface DiceProps extends ComponentProps {
value?: number,
onClick?: (value: number) => void,
)
}
export const Dice: FC<DiceProps> = (
{
className,
value,
onClick,
}) => {
interface DiceProps extends ComponentProps {
value?: number
onClick?: (value: number) => void
}
const thisPlayer = useAtomValue(thisPlayerAtom);
export const Dice: FC<DiceProps> = ({ className, value, onClick }) => {
const thisPlayer = useAtomValue(thisPlayerAtom)
function handleClick() {
if (onClick && value) {
onClick(value);
onClick(value)
}
}
return (
<Button className={`text-2xl bg-gray-400 px-4 m-1 ${className}`}
disabled={!thisPlayer?.isTurn()}
onClick={handleClick}>
<Button
className={`text-2xl bg-gray-400 px-4 m-1 ${className}`}
disabled={!thisPlayer?.isTurn()}
onClick={handleClick}>
{value?.toString()}
</Button>
);
};
)
}

View File

@ -1,24 +1,17 @@
import React, {forwardRef, ReactEventHandler} from "react";
import React, { forwardRef, ReactEventHandler } from "react"
export interface DropdownProps extends ComponentProps {
options?: string[],
onSelect?: ReactEventHandler<HTMLSelectElement>,
options?: string[]
onSelect?: ReactEventHandler<HTMLSelectElement>
}
const Dropdown: FRComponent<DropdownProps, HTMLSelectElement> = forwardRef((
{
className,
options,
onSelect
}, ref) => (
<select ref={ref} className={"border-2 border-gray-300 rounded-md py-1 px-2 bg-white " + className}
onSelect={onSelect}>
{
options?.map((option, index) => (
<option key={index}>{option}</option>
))
}
const Dropdown: FRComponent<DropdownProps, HTMLSelectElement> = forwardRef(({ className, options, onSelect }, ref) => (
<select
ref={ref}
className={"border-2 border-gray-300 rounded-md py-1 px-2 bg-white " + className}
onSelect={onSelect}>
{options?.map((option, index) => <option key={index}>{option}</option>)}
</select>
));
))
export default Dropdown;
export default Dropdown

View File

@ -1,147 +1,138 @@
import React, {FC, Fragment, useEffect, useState} from "react";
import {Character} from "../game/character";
import findPossiblePositions from "../game/possibleMovesAlgorithm";
import {GameTile} from "./gameTile";
import {TileType} from "../game/tileType";
import {atom, useAtom, useAtomValue, useSetAtom} from "jotai";
import {allCharactersAtom, currentPlayerAtom, playersAtom, selectedDiceAtom} from "../utils/state";
import {Dialog, Transition} from "@headlessui/react";
import React, { FC, Fragment, useEffect, useState } from "react"
import { Character } from "../game/character"
import findPossiblePositions from "../game/possibleMovesAlgorithm"
import { GameTile } from "./gameTile"
import { TileType } from "../game/tileType"
import { atom, useAtom, useAtomValue, useSetAtom } from "jotai"
import { allCharactersAtom, currentPlayerAtom, playersAtom, selectedDiceAtom } from "../utils/state"
import { Dialog, Transition } from "@headlessui/react"
interface BoardProps extends ComponentProps {
onMove?: Action<Position[]>,
onMove?: Action<Position[]>
map: GameMap
}
const modalOpenAtom = atom(false);
const modalOpenAtom = atom(false)
const Board: FC<BoardProps> = (
{
className,
onMove,
map
}) => {
const currentPlayer = useAtomValue(currentPlayerAtom);
const characters = useAtomValue(allCharactersAtom);
const selectedDice = useAtomValue(selectedDiceAtom);
const [selectedCharacter, setSelectedCharacter] = useState<Character>();
const [possiblePositions, setPossiblePositions] = useState<Path[]>([]);
const [hoveredPosition, setHoveredPosition] = useState<Path>();
const setModalOpen = useSetAtom(modalOpenAtom);
const Board: FC<BoardProps> = ({ className, onMove, map }) => {
const currentPlayer = useAtomValue(currentPlayerAtom)
const characters = useAtomValue(allCharactersAtom)
const selectedDice = useAtomValue(selectedDiceAtom)
const [selectedCharacter, setSelectedCharacter] = useState<Character>()
const [possiblePositions, setPossiblePositions] = useState<Path[]>([])
const [hoveredPosition, setHoveredPosition] = useState<Path>()
const setModalOpen = useSetAtom(modalOpenAtom)
function handleSelectCharacter(character: Character): void {
if (character.isPacMan() && currentPlayer?.pacMan.colour !== character.colour) {
return;
return
}
setSelectedCharacter(character);
setSelectedCharacter(character)
}
function handleShowPath(path: Path): void {
setHoveredPosition(path);
setHoveredPosition(path)
}
function handleMoveCharacter(destination: Path): void {
if (selectedCharacter) {
setHoveredPosition(undefined);
setHoveredPosition(undefined)
if (selectedCharacter.isGhost()) {
tryMovePacManToSpawn(destination);
tryMovePacManToSpawn(destination)
}
selectedCharacter.follow(destination);
selectedCharacter.follow(destination)
const positions = pickUpPellets(destination);
onMove?.(positions);
setSelectedCharacter(undefined);
const positions = pickUpPellets(destination)
onMove?.(positions)
setSelectedCharacter(undefined)
}
}
function tryMovePacManToSpawn(destination: Path): void {
const takenChar = characters.find(c => c.isPacMan() && c.isAt(destination.end));
const takenChar = characters.find(c => c.isPacMan() && c.isAt(destination.end))
if (takenChar) {
takenChar.moveToSpawn();
stealFromPlayer();
takenChar.moveToSpawn()
stealFromPlayer()
}
}
function stealFromPlayer(): void {
setModalOpen(true);
setModalOpen(true)
}
function pickUpPellets(destination: Path): Position[] {
const positions: Position[] = [];
const positions: Position[] = []
if (selectedCharacter?.isPacMan()) {
for (const tile of [...destination.path ?? [], destination.end]) {
const currentTile = map[tile.y][tile.x];
for (const tile of [...(destination.path ?? []), destination.end]) {
const currentTile = map[tile.y][tile.x]
function updateTileAndPlayerBox(isPowerPellet = false): void {
if (isPowerPellet) {
currentPlayer?.addPowerPellet();
currentPlayer?.addPowerPellet()
} else {
currentPlayer?.addPellet();
currentPlayer?.addPellet()
}
map[tile.y][tile.x] = TileType.empty;
positions.push(tile);
map[tile.y][tile.x] = TileType.empty
positions.push(tile)
}
if (currentTile === TileType.pellet) {
updateTileAndPlayerBox();
updateTileAndPlayerBox()
} else if (currentTile === TileType.powerPellet) {
updateTileAndPlayerBox(true);
updateTileAndPlayerBox(true)
}
}
}
return positions;
return positions
}
useEffect(() => {
if (selectedCharacter && selectedDice) {
const possiblePaths = findPossiblePositions(map, selectedCharacter, selectedDice.value, characters);
setPossiblePositions(possiblePaths);
const possiblePaths = findPossiblePositions(map, selectedCharacter, selectedDice.value, characters)
setPossiblePositions(possiblePaths)
} else {
setPossiblePositions([]);
setPossiblePositions([])
}
}, [selectedCharacter, selectedDice]);
}, [selectedCharacter, selectedDice])
return (
<div className={`w-fit ${className}`}>
<SelectPlayerModal/>
{
map.map((row, rowIndex) =>
<div key={rowIndex} className={"flex"}>
{
row.map((tile, colIndex) =>
<GameTile
key={colIndex + rowIndex * colIndex}
type={tile}
possiblePath={possiblePositions.find(p => p.end.x === colIndex && p.end.y === rowIndex)}
character={characters.find(c => c.isAt({x: colIndex, y: rowIndex}))}
isSelected={selectedCharacter?.isAt({x: colIndex, y: rowIndex})}
showPath={hoveredPosition?.path?.find(pos => pos.x === colIndex && pos.y === rowIndex) !== undefined}
handleMoveCharacter={handleMoveCharacter}
handleSelectCharacter={handleSelectCharacter}
handleStartShowPath={handleShowPath}
handleStopShowPath={() => setHoveredPosition(undefined)}/>
)
}
</div>)
}
<SelectPlayerModal />
{map.map((row, rowIndex) => (
<div key={rowIndex} className={"flex"}>
{row.map((tile, colIndex) => (
<GameTile
key={colIndex + rowIndex * colIndex}
type={tile}
possiblePath={possiblePositions.find(p => p.end.x === colIndex && p.end.y === rowIndex)}
character={characters.find(c => c.isAt({ x: colIndex, y: rowIndex }))}
isSelected={selectedCharacter?.isAt({ x: colIndex, y: rowIndex })}
showPath={hoveredPosition?.path?.find(pos => pos.x === colIndex && pos.y === rowIndex) !== undefined}
handleMoveCharacter={handleMoveCharacter}
handleSelectCharacter={handleSelectCharacter}
handleStartShowPath={handleShowPath}
handleStopShowPath={() => setHoveredPosition(undefined)}
/>
))}
</div>
))}
</div>
);
};
)
}
export default Board;
export default Board
const SelectPlayerModal: FC = () => {
const [isOpen, setIsOpen] = useAtom(modalOpenAtom);
const currentPlayer = useAtomValue(currentPlayerAtom);
const allPlayers = useAtomValue(playersAtom).filter(p => p !== currentPlayer);
const [isOpen, setIsOpen] = useAtom(modalOpenAtom)
const currentPlayer = useAtomValue(currentPlayerAtom)
const allPlayers = useAtomValue(playersAtom).filter(p => p !== currentPlayer)
if (currentPlayer === undefined) return null;
if (currentPlayer === undefined) return null
function close(): void {
setIsOpen(false);
setIsOpen(false)
}
return (
@ -155,9 +146,8 @@ const SelectPlayerModal: FC = () => {
enterTo="opacity-100"
leave="ease-in duration-200"
leaveFrom="opacity-100"
leaveTo="opacity-0"
>
<div className="fixed inset-0 bg-black bg-opacity-25"/>
leaveTo="opacity-0">
<div className="fixed inset-0 bg-black bg-opacity-25" />
</Transition.Child>
<div className="fixed inset-0 overflow-y-auto">
@ -169,10 +159,8 @@ const SelectPlayerModal: FC = () => {
enterTo="opacity-100 scale-100"
leave="ease-in duration-200"
leaveFrom="opacity-100 scale-100"
leaveTo="opacity-0 scale-95"
>
<Dialog.Panel
className="w-full max-w-md transform overflow-hidden rounded-2xl bg-white p-6 text-left align-middle shadow-xl transition-all">
leaveTo="opacity-0 scale-95">
<Dialog.Panel className="w-full max-w-md transform overflow-hidden rounded-2xl bg-white p-6 text-left align-middle shadow-xl transition-all">
<Dialog.Title as="h3" className="text-lg font-medium leading-6 text-gray-900">
Steal from player
</Dialog.Title>
@ -182,29 +170,29 @@ const SelectPlayerModal: FC = () => {
</Dialog.Description>
</div>
{
allPlayers.map(player =>
<div key={player.username} className={"border-b pb-1"}>
<span className={"mx-2"}>{player.username} has {player.box.pellets} pellets</span>
<button className={"text-blue-500 enabled:cursor-pointer disabled:text-gray-500"}
style={{background: "none"}}
disabled={player.box.pellets === 0}
onClick={() => {
currentPlayer?.stealFrom(player);
close();
}}>
Steal
</button>
</div>
)
}
{allPlayers.map(player => (
<div key={player.username} className={"border-b pb-1"}>
<span className={"mx-2"}>
{player.username} has {player.box.pellets} pellets
</span>
<button
className={"text-blue-500 enabled:cursor-pointer disabled:text-gray-500"}
style={{ background: "none" }}
disabled={player.box.pellets === 0}
onClick={() => {
currentPlayer?.stealFrom(player)
close()
}}>
Steal
</button>
</div>
))}
<div className="mt-4">
<button
type="button"
className="inline-flex justify-center rounded-md border border-transparent bg-blue-100 px-4 py-2 text-sm font-medium text-blue-900 hover:bg-blue-200 focus:outline-none focus-visible:ring-2 focus-visible:ring-blue-500 focus-visible:ring-offset-2"
onClick={close}
>
onClick={close}>
Don't steal from anyone
</button>
</div>

View File

@ -1,33 +1,36 @@
import React, {FC, MouseEventHandler} from "react";
import {State} from "../game/player";
import {currentPlayerAtom, playersAtom, rollDiceButtonAtom, thisPlayerAtom} from "../utils/state";
import {useAtomValue} from "jotai";
import {Button} from "./button";
import rules from "../game/rules";
import React, { FC, MouseEventHandler } from "react"
import { State } from "../game/player"
import { currentPlayerAtom, playersAtom, rollDiceButtonAtom, thisPlayerAtom } from "../utils/state"
import { useAtomValue } from "jotai"
import { Button } from "./button"
import rules from "../game/rules"
interface GameButtonProps extends ComponentProps {
onReadyClick?: MouseEventHandler,
onReadyClick?: MouseEventHandler
onRollDiceClick?: MouseEventHandler
}
const GameButton: FC<GameButtonProps> = (
{
onReadyClick,
onRollDiceClick,
}) => {
const GameButton: FC<GameButtonProps> = ({ onReadyClick, onRollDiceClick }) => {
const currentPlayer = useAtomValue(currentPlayerAtom)
const thisPlayer = useAtomValue(thisPlayerAtom)
const players = useAtomValue(playersAtom)
const activeRollDiceButton = useAtomValue(rollDiceButtonAtom)
const currentPlayer = useAtomValue(currentPlayerAtom);
const thisPlayer = useAtomValue(thisPlayerAtom);
const players = useAtomValue(playersAtom);
const activeRollDiceButton = useAtomValue(rollDiceButtonAtom);
if (players.length >= rules.minPlayers && (currentPlayer === undefined || currentPlayer.state === State.waitingForPlayers)) {
return <Button onClick={onReadyClick}>Ready</Button>;
if (
players.length >= rules.minPlayers &&
(currentPlayer === undefined || currentPlayer.state === State.waitingForPlayers)
) {
return <Button onClick={onReadyClick}>Ready</Button>
}
if (!thisPlayer?.isTurn()) { // TODO also show when waiting for other players
return <Button disabled>Please wait</Button>;
if (!thisPlayer?.isTurn()) {
// TODO also show when waiting for other players
return <Button disabled>Please wait</Button>
}
return <Button onClick={onRollDiceClick} disabled={!activeRollDiceButton}>Roll dice</Button>;
};
return (
<Button onClick={onRollDiceClick} disabled={!activeRollDiceButton}>
Roll dice
</Button>
)
}
export default GameButton;
export default GameButton

View File

@ -1,39 +1,38 @@
import React, {FC, useEffect} from "react";
import {AllDice} from "./dice";
import {doAction, GameAction} from "../utils/actions";
import GameBoard from "./gameBoard";
import WebSocketService from "../websockets/WebSocketService";
import Player from "../game/player";
import PlayerStats from "../components/playerStats";
import {useAtom, useAtomValue, useSetAtom} from "jotai";
import {diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedDiceAtom} from "../utils/state";
import GameButton from "./gameButton";
import {Button} from "./button";
import {useNavigate, useParams} from "react-router-dom";
import {getData} from "../utils/api";
import React, { FC, useEffect } from "react"
import { AllDice } from "./dice"
import { doAction, GameAction } from "../utils/actions"
import GameBoard from "./gameBoard"
import WebSocketService from "../websockets/WebSocketService"
import Player from "../game/player"
import PlayerStats from "../components/playerStats"
import { useAtom, useAtomValue, useSetAtom } from "jotai"
import { diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedDiceAtom } from "../utils/state"
import GameButton from "./gameButton"
import { Button } from "./button"
import { useNavigate, useParams } from "react-router-dom"
import { getData } from "../utils/api"
const wsService = new WebSocketService(import.meta.env.VITE_API_WS);
const wsService = new WebSocketService(import.meta.env.VITE_API_WS)
export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map}) => {
export const GameComponent: FC<{ player: Player; map: GameMap }> = ({ player, map }) => {
const players = useAtomValue(playersAtom)
const dice = useAtomValue(diceAtom)
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom)
const setActiveRollDiceButton = useSetAtom(rollDiceButtonAtom)
const ghosts = useAtomValue(ghostsAtom)
const players = useAtomValue(playersAtom);
const dice = useAtomValue(diceAtom);
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom);
const setActiveRollDiceButton = useSetAtom(rollDiceButtonAtom);
const ghosts = useAtomValue(ghostsAtom);
const navigate = useNavigate();
const {id} = useParams();
const navigate = useNavigate()
const { id } = useParams()
/**
* Rolls the dice for the current player's turn.
*/
function rollDice(): void {
if (!player.isTurn()) return;
if (!player.isTurn()) return
setSelectedDice(undefined);
wsService.send({action: GameAction.rollDice});
setActiveRollDiceButton(false);
setSelectedDice(undefined)
wsService.send({ action: GameAction.rollDice })
setActiveRollDiceButton(false)
}
/**
@ -42,22 +41,22 @@ export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map
*/
function onCharacterMove(eatenPellets: Position[]): void {
if (dice && selectedDice) {
dice.splice(selectedDice.index, 1);
dice.splice(selectedDice.index, 1)
}
setSelectedDice(undefined);
setSelectedDice(undefined)
const data: ActionMessage = {
action: GameAction.moveCharacter,
data: {
dice: dice?.length ?? 0 > 0 ? dice : null,
players: players,
ghosts: ghosts,
eatenPellets: eatenPellets
}
};
wsService.send(data);
eatenPellets: eatenPellets,
},
}
wsService.send(data)
if (dice?.length === 0) {
endTurn();
endTurn()
}
}
@ -70,15 +69,15 @@ export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map
data: {
username: player.username,
gameId: id,
} as JoinGameData
});
} as JoinGameData,
})
}
/**
* Sends a ready action to the WebSocket service.
*/
function sendReady(): void {
wsService.send({action: GameAction.ready});
wsService.send({ action: GameAction.ready })
}
/**
@ -86,44 +85,40 @@ export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map
* to advance to the next player in the game.
*/
function endTurn(): void {
wsService.send({action: GameAction.nextPlayer});
wsService.send({ action: GameAction.nextPlayer })
}
/**
* Leaves the current game and navigates to the lobby.
*/
function leaveGame(): void {
wsService.send({action: GameAction.disconnect});
navigate("/lobby");
wsService.send({ action: GameAction.disconnect })
navigate("/lobby")
}
useEffect(() => {
getData(`/game/exists/${id}`).then(res => {
if (!res.ok) {
return navigate("/lobby")
}
wsService.onReceive = doAction
wsService.open()
getData(`/game/exists/${id}`)
.then(res => {
if (!res.ok) {
return navigate("/lobby");
}
wsService.onReceive = doAction;
wsService.open();
wsService.waitForOpen().then(() => joinGame())
})
wsService.waitForOpen().then(() => joinGame());
})
return () => wsService.close();
}, []);
return () => wsService.close()
}, [])
return (
<>
<Button onClick={leaveGame}>Leave game</Button>
<div className={"flex justify-center"}>
{players?.map(p => <PlayerStats key={p.username} player={p}/>)}
</div>
<div className={"flex justify-center"}>{players?.map(p => <PlayerStats key={p.username} player={p} />)}</div>
<div className={"flex-center"}>
<GameButton onReadyClick={sendReady} onRollDiceClick={rollDice}/>
<GameButton onReadyClick={sendReady} onRollDiceClick={rollDice} />
</div>
<AllDice values={dice}/>
<GameBoard className={"mx-auto my-2"} onMove={onCharacterMove} map={map}/>
<AllDice values={dice} />
<GameBoard className={"mx-auto my-2"} onMove={onCharacterMove} map={map} />
</>
);
};
)
}

View File

@ -1,165 +1,151 @@
import React, {FC, useEffect, useState} from "react";
import {TileType} from "../game/tileType";
import {Character, Dummy} from "../game/character";
import {Direction} from "../game/direction";
import {Colour} from "../game/colour";
import React, { FC, useEffect, useState } from "react"
import { TileType } from "../game/tileType"
import { Character, Dummy } from "../game/character"
import { Direction } from "../game/direction"
import { Colour } from "../game/colour"
interface TileWithCharacterProps extends ComponentProps {
possiblePath?: Path,
character?: Character,
type?: TileType,
handleMoveCharacter?: Action<Path>,
handleSelectCharacter?: Action<Character>,
handleStartShowPath?: Action<Path>,
handleStopShowPath?: VoidFunction,
isSelected?: boolean,
possiblePath?: Path
character?: Character
type?: TileType
handleMoveCharacter?: Action<Path>
handleSelectCharacter?: Action<Character>
handleStartShowPath?: Action<Path>
handleStopShowPath?: VoidFunction
isSelected?: boolean
showPath?: boolean
}
export const GameTile: FC<TileWithCharacterProps> = (
{
possiblePath,
character,
type,
handleMoveCharacter,
handleSelectCharacter,
handleStartShowPath,
handleStopShowPath,
isSelected = false,
showPath = false
}) => (
<Tile className={`${possiblePath?.end ? "border-4 border-white" : ""}`}
type={type}
onClick={possiblePath ? () => handleMoveCharacter?.(possiblePath) : undefined}
onMouseEnter={possiblePath ? () => handleStartShowPath?.(possiblePath) : undefined}
onMouseLeave={handleStopShowPath}>
export const GameTile: FC<TileWithCharacterProps> = ({
possiblePath,
character,
type,
handleMoveCharacter,
handleSelectCharacter,
handleStartShowPath,
handleStopShowPath,
isSelected = false,
showPath = false,
}) => (
<Tile
className={`${possiblePath?.end ? "border-4 border-white" : ""}`}
type={type}
onClick={possiblePath ? () => handleMoveCharacter?.(possiblePath) : undefined}
onMouseEnter={possiblePath ? () => handleStartShowPath?.(possiblePath) : undefined}
onMouseLeave={handleStopShowPath}>
<>
{character &&
<div className={"flex-center wh-full"}>
<CharacterComponent
character={character}
onClick={handleSelectCharacter}
className={isSelected ? "animate-bounce" : ""}/>
</div>
}
{showPath && <Circle/>}
<AddDummy path={possiblePath}/>
{character && (
<div className={"flex-center wh-full"}>
<CharacterComponent
character={character}
onClick={handleSelectCharacter}
className={isSelected ? "animate-bounce" : ""}
/>
</div>
)}
{showPath && <Circle />}
<AddDummy path={possiblePath} />
</>
</Tile>
);
)
const Circle: FC<{ colour?: Colour } & ComponentProps> = ({colour = Colour.white, className}) => (
const Circle: FC<{ colour?: Colour } & ComponentProps> = ({ colour = Colour.white, className }) => (
<div className={`flex-center w-full h-full ${className}`}>
<div className={`w-1/2 h-1/2 rounded-full`}
style={{backgroundColor: colour}}/>
<div className={`w-1/2 h-1/2 rounded-full`} style={{ backgroundColor: colour }} />
</div>
);
)
interface TileProps extends ChildProps {
type?: TileType,
onClick?: VoidFunction,
onMouseEnter?: VoidFunction,
onMouseLeave?: VoidFunction,
character?: Character,
onCharacterClick?: Action<Character>,
characterClass?: string,
type?: TileType
onClick?: VoidFunction
onMouseEnter?: VoidFunction
onMouseLeave?: VoidFunction
character?: Character
onCharacterClick?: Action<Character>
characterClass?: string
}
const Tile: FC<TileProps> = (
{
type = TileType.empty,
onClick,
onMouseEnter,
onMouseLeave,
className,
children
}) => {
const [tileSize, setTileSize] = useState(2);
const Tile: FC<TileProps> = ({ type = TileType.empty, onClick, onMouseEnter, onMouseLeave, className, children }) => {
const [tileSize, setTileSize] = useState(2)
function setColor(): string {
switch (type) {
case TileType.wall:
return "bg-blue-500";
return "bg-blue-500"
case TileType.ghostSpawn:
return "bg-red-500";
return "bg-red-500"
case TileType.pacmanSpawn:
return "bg-green-500"; // TODO should be the colour of the player
return "bg-green-500" // TODO should be the colour of the player
default:
return "bg-black";
return "bg-black"
}
}
useEffect(() => {
function handleResize(): void {
const newSize = Math.floor(window.innerWidth / 16);
setTileSize(newSize);
const newSize = Math.floor(window.innerWidth / 16)
setTileSize(newSize)
}
handleResize();
handleResize()
window.addEventListener("resize", handleResize);
return () => window.removeEventListener("resize", handleResize);
}, []);
window.addEventListener("resize", handleResize)
return () => window.removeEventListener("resize", handleResize)
}, [])
return (
<div className={`${setColor()} hover:border relative max-w-[75px] max-h-[75px] ${className}`}
style={{width: `${tileSize}px`, height: `${tileSize}px`}}
onClick={onClick}
onMouseEnter={onMouseEnter}
onMouseLeave={onMouseLeave}>
<div
className={`${setColor()} hover:border relative max-w-[75px] max-h-[75px] ${className}`}
style={{ width: `${tileSize}px`, height: `${tileSize}px` }}
onClick={onClick}
onMouseEnter={onMouseEnter}
onMouseLeave={onMouseLeave}>
{children}
{type === TileType.pellet && <Circle colour={Colour.yellow}/>}
{type === TileType.powerPellet && <Circle colour={Colour.red}/>}
{type === TileType.pellet && <Circle colour={Colour.yellow} />}
{type === TileType.powerPellet && <Circle colour={Colour.red} />}
</div>
);
};
const AddDummy: FC<{ path?: Path } & ComponentProps> = ({path}) => (
<>
{path &&
<div className={"flex-center wh-full"}>
<CharacterComponent character={new Dummy(path)}/>
</div>
}
</>
);
interface CharacterComponentProps extends ComponentProps {
character?: Character,
onClick?: Action<Character>,
)
}
const CharacterComponent: FC<CharacterComponentProps> = (
{
character,
onClick,
className
}) => {
const AddDummy: FC<{ path?: Path } & ComponentProps> = ({ path }) => (
<>
{path && (
<div className={"flex-center wh-full"}>
<CharacterComponent character={new Dummy(path)} />
</div>
)}
</>
)
interface CharacterComponentProps extends ComponentProps {
character?: Character
onClick?: Action<Character>
}
const CharacterComponent: FC<CharacterComponentProps> = ({ character, onClick, className }) => {
function getSide() {
switch (character?.position?.direction) {
case Direction.up:
return "right-1/4 top-0";
return "right-1/4 top-0"
case Direction.down:
return "right-1/4 bottom-0";
return "right-1/4 bottom-0"
case Direction.left:
return "left-0 top-1/4";
return "left-0 top-1/4"
case Direction.right:
return "right-0 top-1/4";
return "right-0 top-1/4"
}
}
if (character === undefined) return null;
if (character === undefined) return null
return (
<div className={`rounded-full w-4/5 h-4/5 cursor-pointer hover:border border-black relative ${className}`}
style={{backgroundColor: `${character.colour}`}}
onClick={() => onClick?.(character)}>
<div
className={`rounded-full w-4/5 h-4/5 cursor-pointer hover:border border-black relative ${className}`}
style={{ backgroundColor: `${character.colour}` }}
onClick={() => onClick?.(character)}>
<div>
<div className={`absolute ${getSide()} w-1/2 h-1/2 rounded-full bg-black`}/>
<div className={`absolute ${getSide()} w-1/2 h-1/2 rounded-full bg-black`} />
</div>
</div>
);
};
)
}

View File

@ -1,23 +1,18 @@
import React, {forwardRef} from "react";
import React, { forwardRef } from "react"
const Input: FRComponent<InputProps, HTMLInputElement> = forwardRef((
{
type = "text",
className,
id,
placeholder,
required = false,
name,
autoComplete = "off",
}, ref) => (
<input type={type}
autoComplete={autoComplete}
ref={ref}
id={id}
name={name}
className={"border-2 border-gray-300 rounded-md p-1 " + className}
placeholder={placeholder}
required={required}/>
));
const Input: FRComponent<InputProps, HTMLInputElement> = forwardRef(
({ type = "text", className, id, placeholder, required = false, name, autoComplete = "off" }, ref) => (
<input
type={type}
autoComplete={autoComplete}
ref={ref}
id={id}
name={name}
className={"border-2 border-gray-300 rounded-md p-1 " + className}
placeholder={placeholder}
required={required}
/>
),
)
export default Input;
export default Input

View File

@ -1,13 +1,11 @@
import React, {FC} from "react";
import NavMenu from "./navMenu";
import React, { FC } from "react"
import NavMenu from "./navMenu"
const Layout: FC<ChildProps> = ({children}) => (
const Layout: FC<ChildProps> = ({ children }) => (
<div>
<NavMenu/>
<main>
{children}
</main>
<NavMenu />
<main>{children}</main>
</div>
);
)
export default Layout;
export default Layout

View File

@ -1,84 +1,89 @@
import React, {FC, useEffect} from "react";
import {Link, useNavigate} from "react-router-dom";
import {useAtom, useAtomValue} from "jotai";
import {thisPlayerAtom} from "../utils/state";
import {UserCircleIcon} from "@heroicons/react/24/outline";
import useToggle from "../hooks/useToggle";
import React, { FC, useEffect } from "react"
import { Link, useNavigate } from "react-router-dom"
import { useAtom, useAtomValue } from "jotai"
import { thisPlayerAtom } from "../utils/state"
import { UserCircleIcon } from "@heroicons/react/24/outline"
import useToggle from "../hooks/useToggle"
const NavMenu: FC = () => {
const player = useAtomValue(thisPlayerAtom);
const player = useAtomValue(thisPlayerAtom)
return (
<header className={"z-10"}>
<nav className="mb-3 flex justify-between border-b-2">
<Link to="/"><h2 className={"m-1"}>Pac-Man Board Game</h2></Link>
<Link to="/">
<h2 className={"m-1"}>Pac-Man Board Game</h2>
</Link>
<ul className="inline-flex gap-2 items-center mr-5 relative">
<NavItem to="/">Home</NavItem>
{
player === undefined ?
<NavItem className={"mx-2"} to={"/login"}>Login</NavItem>
:
<>
<NavItem to={"/lobby"}>Lobby</NavItem>
<ProfileDropdown className={"mx-2"}/>
</>
}
{player === undefined ? (
<NavItem className={"mx-2"} to={"/login"}>
Login
</NavItem>
) : (
<>
<NavItem to={"/lobby"}>Lobby</NavItem>
<ProfileDropdown className={"mx-2"} />
</>
)}
</ul>
</nav>
</header>
);
};
)
}
export default NavMenu;
export default NavMenu
const NavItem: FC<LinkProps> = ({to, children, className}) => (
const NavItem: FC<LinkProps> = ({ to, children, className }) => (
<li>
<Link className={`hover:underline ${className}`} to={to}>{children}</Link>
<Link className={`hover:underline ${className}`} to={to}>
{children}
</Link>
</li>
);
)
const ProfileDropdown: FC<ComponentProps> = ({className}) => {
const [player, setPlayer] = useAtom(thisPlayerAtom);
const [isOpened, toggleOpen] = useToggle();
const navigate = useNavigate();
const ProfileDropdown: FC<ComponentProps> = ({ className }) => {
const [player, setPlayer] = useAtom(thisPlayerAtom)
const [isOpened, toggleOpen] = useToggle()
const navigate = useNavigate()
async function logout(): Promise<void> {
setPlayer(undefined);
navigate("/login");
setPlayer(undefined)
navigate("/login")
}
useEffect(() => {
if (isOpened) {
function closeIfOutsideButton(e: MouseEvent): void {
if (isOpened && e.target instanceof HTMLElement) {
if (e.target.closest("#profile-dropdown") === null) {
toggleOpen(false);
toggleOpen(false)
}
}
}
document.addEventListener("click", closeIfOutsideButton);
return () => document.removeEventListener("click", closeIfOutsideButton);
document.addEventListener("click", closeIfOutsideButton)
return () => document.removeEventListener("click", closeIfOutsideButton)
}
}, [isOpened]);
}, [isOpened])
return (
<>
<li id={"profile-dropdown"}
className={`inline-flex-center cursor-pointer hover:bg-gray-100 h-full px-2 ${className}`}
onClick={() => toggleOpen()}>
<UserCircleIcon className={"w-7"}/>
<li
id={"profile-dropdown"}
className={`inline-flex-center cursor-pointer hover:bg-gray-100 h-full px-2 ${className}`}
onClick={() => toggleOpen()}>
<UserCircleIcon className={"w-7"} />
<span>{player?.username}</span>
</li>
{
isOpened &&
<div className={"absolute right-2 border rounded-b -bottom-9 px-5"}>
<button onClick={logout} className={"hover:underline py-1"}>Logout</button>
</div>
}
{isOpened && (
<div className={"absolute right-2 border rounded-b -bottom-9 px-5"}>
<button onClick={logout} className={"hover:underline py-1"}>
Logout
</button>
</div>
)}
</>
)
}

View File

@ -1,29 +1,27 @@
import React, {FC} from "react";
import Player, {State} from "../game/player";
import {useAtomValue} from "jotai";
import {currentPlayerNameAtom} from "../utils/state";
import React, { FC } from "react"
import Player, { State } from "../game/player"
import { useAtomValue } from "jotai"
import { currentPlayerNameAtom } from "../utils/state"
const PlayerStats: FC<{ player: Player } & ComponentProps> = (
{
player,
className,
id
}) => {
const currentPlayerName = useAtomValue(currentPlayerNameAtom);
const PlayerStats: FC<{ player: Player } & ComponentProps> = ({ player, className, id }) => {
const currentPlayerName = useAtomValue(currentPlayerNameAtom)
return (
<div key={player.colour}
className={`w-fit m-2 ${player.state === State.disconnected ? "text-gray-500" : ""} ${className}`} id={id}>
<div
key={player.colour}
className={`w-fit m-2 ${player.state === State.disconnected ? "text-gray-500" : ""} ${className}`}
id={id}>
<p className={player.username === currentPlayerName ? "underline" : ""}>Player: {player.username}</p>
<p>Colour: {player.colour}</p>
{player.state === State.inGame || player.state === State.disconnected ?
{player.state === State.inGame || player.state === State.disconnected ? (
<>
<p>Pellets: {player.box.pellets}</p>
<p>PowerPellets: {player.box.powerPellets}</p>
</>
:
<p>{player.state === State.waitingForPlayers ? "Waiting" : "Ready"}</p>}
) : (
<p>{player.state === State.waitingForPlayers ? "Waiting" : "Ready"}</p>
)}
</div>
);
};
)
}
export default PlayerStats;
export default PlayerStats

View File

@ -1,32 +1,31 @@
export default class Box implements BoxProps {
public readonly colour;
public pellets;
public powerPellets;
public readonly colour
public pellets
public powerPellets
public constructor({colour, pellets = 0, powerPellets = 0}: BoxProps) {
this.colour = colour;
this.pellets = pellets;
this.powerPellets = powerPellets;
public constructor({ colour, pellets = 0, powerPellets = 0 }: BoxProps) {
this.colour = colour
this.pellets = pellets
this.powerPellets = powerPellets
}
public addPellet(): void {
this.pellets++;
this.pellets++
}
public removePellet(): boolean {
if (this.pellets <= 0) return false;
this.pellets--;
return true;
if (this.pellets <= 0) return false
this.pellets--
return true
}
public addPowerPellet(): void {
this.powerPellets++;
this.powerPellets++
}
public removePowerPellet(): boolean {
if (this.powerPellets <= 0) return false;
this.powerPellets--;
return true;
if (this.powerPellets <= 0) return false
this.powerPellets--
return true
}
}

View File

@ -1,5 +1,5 @@
import {Direction} from "./direction";
import {Colour} from "./colour";
import { Direction } from "./direction"
import { Colour } from "./colour"
export enum CharacterType {
pacMan,
@ -8,89 +8,106 @@ export enum CharacterType {
}
export class Character implements CharacterProps {
public readonly colour;
public position;
public isEatable;
public readonly spawnPosition;
public readonly type;
public readonly colour
public position
public isEatable
public readonly spawnPosition
public readonly type
public constructor(
{
colour,
position = null,
type = CharacterType.dummy,
isEatable = type === CharacterType.pacMan,
spawnPosition = null
}: CharacterProps) {
this.colour = colour;
this.isEatable = isEatable;
this.spawnPosition = spawnPosition;
public constructor({
colour,
position = null,
type = CharacterType.dummy,
isEatable = type === CharacterType.pacMan,
spawnPosition = null,
}: CharacterProps) {
this.colour = colour
this.isEatable = isEatable
this.spawnPosition = spawnPosition
if (position) {
this.position = position;
this.position = position
} else {
this.position = spawnPosition ? {
end: spawnPosition!.at,
direction: spawnPosition!.direction
} : null;
this.position = spawnPosition
? {
end: spawnPosition!.at,
direction: spawnPosition!.direction,
}
: null
}
this.type = type;
this.type = type
}
public follow(path: Path): void {
if (!this.position) {
this.position = path;
this.position = path
} else {
this.position.end = path.end;
this.position.direction = path.direction;
this.position.path = undefined;
this.position.end = path.end
this.position.direction = path.direction
this.position.path = undefined
}
}
public isPacMan(): boolean {
return this.type === CharacterType.pacMan;
return this.type === CharacterType.pacMan
}
public isGhost(): boolean {
return this.type === CharacterType.ghost;
return this.type === CharacterType.ghost
}
public moveToSpawn(): void {
if (!this.spawnPosition) return;
this.follow({end: this.spawnPosition.at, direction: this.spawnPosition.direction});
if (!this.spawnPosition) return
this.follow({
end: this.spawnPosition.at,
direction: this.spawnPosition.direction,
})
}
public isAt(position: Position): boolean {
return this.position !== null && this.position.end.x === position.x && this.position.end.y === position.y;
return this.position !== null && this.position.end.x === position.x && this.position.end.y === position.y
}
}
export class PacMan extends Character implements CharacterProps {
public constructor({colour, position, isEatable = true, spawnPosition, type = CharacterType.pacMan}: CharacterProps) {
super({colour: colour, position: position, isEatable: isEatable, spawnPosition: spawnPosition, type: type});
public constructor({
colour,
position,
isEatable = true,
spawnPosition,
type = CharacterType.pacMan,
}: CharacterProps) {
super({
colour: colour,
position: position,
isEatable: isEatable,
spawnPosition: spawnPosition,
type: type,
})
}
}
export class Ghost extends Character implements CharacterProps {
public constructor({colour, position, isEatable, spawnPosition, type = CharacterType.ghost}: CharacterProps) {
super({colour: colour, position: position, isEatable: isEatable, spawnPosition: spawnPosition, type: type});
public constructor({ colour, position, isEatable, spawnPosition, type = CharacterType.ghost }: CharacterProps) {
super({
colour: colour,
position: position,
isEatable: isEatable,
spawnPosition: spawnPosition,
type: type,
})
}
}
export class Dummy extends Character implements CharacterProps {
public constructor(position: Path) {
super({
colour: Colour.grey,
position: position,
isEatable: false,
spawnPosition: {at: {x: 0, y: 0}, direction: Direction.up},
spawnPosition: { at: { x: 0, y: 0 }, direction: Direction.up },
type: CharacterType.dummy,
});
})
}
}

View File

@ -8,4 +8,4 @@ export enum Colour {
grey = "grey",
}
export const getColours = (): Colour[] => Object.values(Colour);
export const getColours = (): Colour[] => Object.values(Colour)

View File

@ -2,8 +2,7 @@ export enum Direction {
left,
up,
right,
down
down,
}
export const getDirections = () => Object.values(Direction)
.filter(d => !isNaN(Number(d))) as Direction[];
export const getDirections = () => Object.values(Direction).filter(d => !isNaN(Number(d))) as Direction[]

View File

@ -1,5 +1,5 @@
import {CharacterType} from "./character";
import {Direction} from "./direction";
import { CharacterType } from "./character"
import { Direction } from "./direction"
/**
* 0 = empty
@ -25,29 +25,32 @@ export const customMap: GameMap = [
[1, 2, 1, 0, 1, 2, 1, 0, 1, 2, 1, 0, 1, 2, 1],
[1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1],
[1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1],
];
]
export function getCharacterSpawns(map: GameMap): { type: CharacterType, position: DirectionalPosition }[] {
const result: { type: CharacterType, position: DirectionalPosition }[] = [];
export function getCharacterSpawns(map: GameMap): { type: CharacterType; position: DirectionalPosition }[] {
const result: { type: CharacterType; position: DirectionalPosition }[] = []
for (let row = 0; row < map.length; row++) {
for (let col = 0; col < map.length; col++) {
// TODO find direction
if (map[row][col] === 4) {
result.push({type: CharacterType.ghost, position: {at: {x: col, y: row}, direction: Direction.up}});
result.push({
type: CharacterType.ghost,
position: { at: { x: col, y: row }, direction: Direction.up },
})
} else if (map[row][col] === 5) {
result.push({
type: CharacterType.pacMan, position: {at: {x: col, y: row}, direction: Direction.up}
});
type: CharacterType.pacMan,
position: { at: { x: col, y: row }, direction: Direction.up },
})
}
}
}
return result;
return result
}
export function getPacManSpawns(map: GameMap): DirectionalPosition[] {
return getCharacterSpawns(map)
.filter(s => s.type === CharacterType.pacMan)
.map(s => s.position)
}
}

View File

@ -1,54 +1,57 @@
import {Character, CharacterType} from "./character";
import Box from "./box";
import {getDefaultStore} from "jotai";
import {currentPlayerNameAtom, playersAtom} from "../utils/state";
import rules from "./rules";
import { Character, CharacterType } from "./character"
import Box from "./box"
import { getDefaultStore } from "jotai"
import { currentPlayerNameAtom, playersAtom } from "../utils/state"
import rules from "./rules"
export enum State {
waitingForPlayers,
ready,
inGame,
disconnected
disconnected,
}
export default class Player implements PlayerProps {
private static store = getDefaultStore();
public readonly username;
public readonly pacMan;
public readonly colour;
public readonly box;
public state;
private static store = getDefaultStore()
public readonly username
public readonly pacMan
public readonly colour
public readonly box
public state
constructor(props: PlayerProps) {
this.username = props.username;
this.colour = props.colour;
this.box = new Box(props.box ?? {colour: props.colour});
this.pacMan = new Character(props.pacMan ?? {
colour: props.colour,
type: CharacterType.pacMan
});
this.state = props.state ?? State.waitingForPlayers;
this.username = props.username
this.colour = props.colour
this.box = new Box(props.box ?? { colour: props.colour })
this.pacMan = new Character(
props.pacMan ?? {
colour: props.colour,
type: CharacterType.pacMan,
},
)
this.state = props.state ?? State.waitingForPlayers
}
public isTurn(): boolean {
return Player.store.get(currentPlayerNameAtom) === this.username;
return Player.store.get(currentPlayerNameAtom) === this.username
}
public addPellet(): void {
this.box.addPellet();
this.box.addPellet()
}
public addPowerPellet(): void {
this.box.addPowerPellet();
this.box.addPowerPellet()
}
public stealFrom(other: Player): void {
for (let i = 0; i < rules.maxStealPellets; i++) {
const removed = other.box.removePellet();
if (removed)
this.box.addPellet();
const removed = other.box.removePellet()
if (removed) this.box.addPellet()
}
Player.store.set(playersAtom, Player.store.get(playersAtom).map(player => player));
Player.store.set(
playersAtom,
Player.store.get(playersAtom).map(player => player),
)
}
}

View File

@ -1,6 +1,6 @@
import {TileType} from "./tileType";
import {Character} from "./character";
import {Direction, getDirections} from "./direction";
import { TileType } from "./tileType"
import { Character } from "./character"
import { Direction, getDirections } from "./direction"
/**
* Finds all the possible positions for the character to move to
@ -10,10 +10,15 @@ import {Direction, getDirections} from "./direction";
* @param characters All the characters on the map
* @returns An array of paths the character can move to
*/
export default function findPossiblePositions(board: GameMap, character: Character, steps: number, characters: Character[]): Path[] {
if (!character.position || !character.spawnPosition) throw new Error("Character has no position or spawn position");
return findPossibleRecursive(board, character.position, steps, character, characters);
};
export default function findPossiblePositions(
board: GameMap,
character: Character,
steps: number,
characters: Character[],
): Path[] {
if (!character.position || !character.spawnPosition) throw new Error("Character has no position or spawn position")
return findPossibleRecursive(board, character.position, steps, character, characters)
}
/**
* Uses recursion to move through the map and find all the possible positions
@ -24,38 +29,40 @@ export default function findPossiblePositions(board: GameMap, character: Charact
* @param characters All the characters on the map
* @returns {Path[]} An array of paths the character can move to
*/
function findPossibleRecursive(map: GameMap, currentPath: Path, steps: number, character: Character, characters: Character[]): Path[] {
const paths: Path[] = [];
function findPossibleRecursive(
map: GameMap,
currentPath: Path,
steps: number,
character: Character,
characters: Character[],
): Path[] {
const paths: Path[] = []
if (isOutsideBoard(currentPath, map.length)) {
if (character.isPacMan()) {
return addTeleportationTiles(map, currentPath, steps, character, characters);
return addTeleportationTiles(map, currentPath, steps, character, characters)
}
} else if (!isWall(map, currentPath)) {
if (!characterHitsAnotherCharacter(character, currentPath, characters)) {
if (steps <= 0) {
if (!(isSpawn(map, currentPath) && !isOwnSpawn(currentPath, character))) {
paths.push(currentPath);
paths.push(currentPath)
}
} else {
tryAddToPath(currentPath)
tryAddToPath(currentPath);
steps--;
steps--
for (const direction of getDirections()) {
paths.push(...tryMove(map, currentPath, direction, steps, character, characters));
paths.push(...tryMove(map, currentPath, direction, steps, character, characters))
}
}
} else {
const pacMan = ghostHitsPacMan(character, currentPath, characters);
const pacMan = ghostHitsPacMan(character, currentPath, characters)
if (pacMan instanceof Character && !isCharactersSpawn(currentPath, pacMan)) {
paths.push(currentPath);
paths.push(currentPath)
}
}
}
return paths;
return paths
}
/**
@ -65,7 +72,7 @@ function findPossibleRecursive(map: GameMap, currentPath: Path, steps: number, c
* @returns {boolean} True if the character is on its spawn, otherwise false
*/
function isCharactersSpawn(currentPath: Path, character: Character): boolean {
return character.spawnPosition?.at.x === currentPath.end.x && character.spawnPosition.at.y === currentPath.end.y;
return character.spawnPosition?.at.x === currentPath.end.x && character.spawnPosition.at.y === currentPath.end.y
}
/**
@ -75,8 +82,12 @@ function isCharactersSpawn(currentPath: Path, character: Character): boolean {
* @param characters All the characters on the board
* @returns {boolean} True if the character is a ghost and hits Pac-Man, otherwise false
*/
function ghostHitsPacMan(character: Character, currentPath: Path, characters: Character[]): Character | undefined | false {
return character.isGhost() && characters.find(c => c.isPacMan() && c.isAt(currentPath.end));
function ghostHitsPacMan(
character: Character,
currentPath: Path,
characters: Character[],
): Character | undefined | false {
return character.isGhost() && characters.find(c => c.isPacMan() && c.isAt(currentPath.end))
}
/**
@ -87,7 +98,7 @@ function ghostHitsPacMan(character: Character, currentPath: Path, characters: Ch
* @returns {boolean} True if the character hits another character, otherwise false
*/
function characterHitsAnotherCharacter(character: Character, currentPath: Path, characters: Character[]): boolean {
return characters.find(c => c !== character && c.isAt(currentPath.end)) !== undefined;
return characters.find(c => c !== character && c.isAt(currentPath.end)) !== undefined
}
/**
@ -96,9 +107,9 @@ function characterHitsAnotherCharacter(character: Character, currentPath: Path,
*/
function tryAddToPath(currentPos: Path): void {
if (!currentPos.path) {
currentPos.path = [];
currentPos.path = []
} else if (!currentPos.path.includes(currentPos.end)) {
currentPos.path = [...currentPos.path, currentPos.end];
currentPos.path = [...currentPos.path, currentPos.end]
}
}
@ -113,39 +124,53 @@ function tryAddToPath(currentPos: Path): void {
* @param characters All the characters on the board
* @returns An array of paths the character can move to
*/
function tryMove(board: GameMap, path: Path, direction: Direction, steps: number, character: Character, characters: Character[]): Path[] {
function tryMove(
board: GameMap,
path: Path,
direction: Direction,
steps: number,
character: Character,
characters: Character[],
): Path[] {
function getNewPosition(): Position {
switch (direction) {
case Direction.left:
return {
x: path.end.x - 1,
y: path.end.y
};
y: path.end.y,
}
case Direction.up:
return {
x: path.end.x,
y: path.end.y - 1
};
y: path.end.y - 1,
}
case Direction.right:
return {
x: path.end.x + 1,
y: path.end.y
};
y: path.end.y,
}
case Direction.down:
return {
x: path.end.x,
y: path.end.y + 1
};
y: path.end.y + 1,
}
}
}
if (path.direction !== (direction + 2) % 4) {
return findPossibleRecursive(board, {
end: getNewPosition(), direction: direction, path: path.path
}, steps, character, characters);
return findPossibleRecursive(
board,
{
end: getNewPosition(),
direction: direction,
path: path.path,
},
steps,
character,
characters,
)
}
return [];
return []
}
/**
@ -157,22 +182,26 @@ function tryMove(board: GameMap, path: Path, direction: Direction, steps: number
* @param characters All the characters on the map
* @returns {Path[]} An array of paths the character can move to
*/
function addTeleportationTiles(board: GameMap, currentPath: Path, steps: number, character: Character, characters: Character[]): Path[] {
const possiblePositions = findTeleportationTiles(board);
const paths: Path[] = [];
function addTeleportationTiles(
board: GameMap,
currentPath: Path,
steps: number,
character: Character,
characters: Character[],
): Path[] {
const possiblePositions = findTeleportationTiles(board)
const paths: Path[] = []
for (const pos of possiblePositions) {
function inInterval(coordinate: "x" | "y"): boolean {
return pos.end[coordinate] !== interval(0, board.length - 1, currentPath.end[coordinate])
}
if (inInterval("x") || inInterval("y")) {
pos.path = currentPath.path;
paths.push(...findPossibleRecursive(board, pos, steps, character, characters));
pos.path = currentPath.path
paths.push(...findPossibleRecursive(board, pos, steps, character, characters))
}
}
return paths;
return paths
}
/**
@ -183,7 +212,7 @@ function addTeleportationTiles(board: GameMap, currentPath: Path, steps: number,
* @returns {number} The value if it's between the lower and upper bounds, otherwise it returns the lower or upper bound
*/
function interval(lower: number, upper: number, value: number): number {
return Math.max(Math.min(value, upper), lower);
return Math.max(Math.min(value, upper), lower)
}
/**
@ -192,18 +221,17 @@ function interval(lower: number, upper: number, value: number): number {
* @returns An array of paths containing the teleportation tiles
*/
function findTeleportationTiles(map: GameMap): Path[] {
const possiblePositions: Path[] = [];
const edge = [0, map.length - 1];
const possiblePositions: Path[] = []
const edge = [0, map.length - 1]
for (const e of edge) {
for (let i = 0; i < map[e].length; i++) {
pushPath(map, possiblePositions, i, e);
pushPath(map, possiblePositions, e, i);
pushPath(map, possiblePositions, i, e)
pushPath(map, possiblePositions, e, i)
}
}
return possiblePositions;
return possiblePositions
}
/**
@ -215,7 +243,10 @@ function findTeleportationTiles(map: GameMap): Path[] {
*/
function pushPath(board: GameMap, possiblePositions: Path[], x: number, y: number): void {
if (board[y] && board[y][x] !== TileType.wall) {
possiblePositions.push({end: {x: x, y: y}, direction: findDirection(x, y, board.length)});
possiblePositions.push({
end: { x: x, y: y },
direction: findDirection(x, y, board.length),
})
}
}
@ -226,17 +257,17 @@ function pushPath(board: GameMap, possiblePositions: Path[], x: number, y: numbe
* @param boardSize The length of the board
*/
function findDirection(x: number, y: number, boardSize: number): Direction {
let direction: Direction;
let direction: Direction
if (x === 0) {
direction = Direction.right;
direction = Direction.right
} else if (y === 0) {
direction = Direction.down;
direction = Direction.down
} else if (x === boardSize - 1) {
direction = Direction.left;
direction = Direction.left
} else {
direction = Direction.up;
direction = Direction.up
}
return direction;
return direction
}
/**
@ -245,8 +276,8 @@ function findDirection(x: number, y: number, boardSize: number): Direction {
* @param boardSize The size of the board
*/
function isOutsideBoard(currentPos: Path, boardSize: number): boolean {
const pos = currentPos.end;
return pos.x < 0 || pos.x >= boardSize || pos.y < 0 || pos.y >= boardSize;
const pos = currentPos.end
return pos.x < 0 || pos.x >= boardSize || pos.y < 0 || pos.y >= boardSize
}
/**
@ -255,8 +286,8 @@ function isOutsideBoard(currentPos: Path, boardSize: number): boolean {
* @param currentPos The current position of the character
*/
function isWall(board: GameMap, currentPos: Path): boolean {
const pos = currentPos.end;
return board[pos.y][pos.x] === TileType.wall; // Shouldn't work, but it does
const pos = currentPos.end
return board[pos.y][pos.x] === TileType.wall // Shouldn't work, but it does
}
/**
@ -265,8 +296,8 @@ function isWall(board: GameMap, currentPos: Path): boolean {
* @param currentPos The current position of the character
*/
function isSpawn(board: GameMap, currentPos: Path) {
const pos = currentPos.end;
return board[pos.y][pos.x] === TileType.pacmanSpawn || board[pos.y][pos.x] === TileType.ghostSpawn;
const pos = currentPos.end
return board[pos.y][pos.x] === TileType.pacmanSpawn || board[pos.y][pos.x] === TileType.ghostSpawn
}
/**
@ -275,8 +306,7 @@ function isSpawn(board: GameMap, currentPos: Path) {
* @param character The current character
*/
function isOwnSpawn(currentPos: Path, character: Character): boolean {
const pos = currentPos.end;
const charPos = character.spawnPosition!.at;
return charPos.x === pos.x && charPos.y === pos.y;
const pos = currentPos.end
const charPos = character.spawnPosition!.at
return charPos.x === pos.x && charPos.y === pos.y
}

View File

@ -4,4 +4,4 @@ const rules = {
maxStealPellets: 2,
}
export default rules;
export default rules

View File

@ -5,4 +5,4 @@ export enum TileType {
powerPellet,
ghostSpawn,
pacmanSpawn,
}
}

View File

@ -1,4 +1,4 @@
import {useState} from "react";
import { useState } from "react"
/**
* A hook that returns a boolean value and a function to toggle it. The function can optionally be passed a boolean
@ -6,7 +6,7 @@ import {useState} from "react";
* @returns A tuple containing the boolean value and a function to toggle it.
*/
export default function useToggle(defaultValue = false): [boolean, (value?: boolean) => void] {
const [value, setValue] = useState(defaultValue);
const toggleValue = (newValue?: boolean) => newValue ? setValue(newValue) : setValue(!value);
return [value, toggleValue];
}
const [value, setValue] = useState(defaultValue)
const toggleValue = (newValue?: boolean) => (newValue ? setValue(newValue) : setValue(!value))
return [value, toggleValue]
}

View File

@ -3,35 +3,37 @@
@tailwind utilities;
.debug {
@apply border border-red-500;
@apply after:content-['debug'] after:absolute;
@apply border border-red-500;
@apply after:content-['debug'] after:absolute;
}
.flex-center {
@apply flex justify-center items-center;
@apply flex justify-center items-center;
}
.inline-flex-center {
@apply inline-flex justify-center items-center;
@apply inline-flex justify-center items-center;
}
.wh-full {
@apply w-full h-full;
@apply w-full h-full;
}
h1 {
@apply text-4xl;
@apply text-4xl;
}
h2 {
@apply text-3xl;
@apply text-3xl;
}
br {
@apply my-2;
@apply my-2;
}
.button-default, button[type=submit], input[type=submit] {
@apply bg-blue-500 hover:bg-blue-600 text-white font-bold py-2 px-4 rounded;
@apply disabled:bg-gray-500;
.button-default,
button[type="submit"],
input[type="submit"] {
@apply bg-blue-500 hover:bg-blue-600 text-white font-bold py-2 px-4 rounded;
@apply disabled:bg-gray-500;
}

View File

@ -1,25 +1,26 @@
import React from 'react';
import {createRoot} from 'react-dom/client';
import {BrowserRouter} from 'react-router-dom';
import {App} from './App';
import React from "react"
import { createRoot } from "react-dom/client"
import { BrowserRouter } from "react-router-dom"
import { App } from "./App"
// @ts-ignore
import reportWebVitals from './reportWebVitals';
import {DevTools} from "jotai-devtools";
import DebugMenu from "./components/debugMenu";
import reportWebVitals from "./reportWebVitals"
import { DevTools } from "jotai-devtools"
import DebugMenu from "./components/debugMenu"
const baseUrl = document.getElementsByTagName('base')[0].getAttribute('href');
const rootElement = document.getElementById('root');
if (rootElement === null) throw new Error("Root element is null");
const root = createRoot(rootElement);
const baseUrl = document.getElementsByTagName("base")[0].getAttribute("href")
const rootElement = document.getElementById("root")
if (rootElement === null) throw new Error("Root element is null")
const root = createRoot(rootElement)
root.render(
<BrowserRouter basename={baseUrl ?? undefined}>
<DevTools/>
<DebugMenu/>
<App/>
</BrowserRouter>);
<DevTools />
<DebugMenu />
<App />
</BrowserRouter>,
)
// If you want to start measuring performance in your app, pass a function
// to log results (for example: reportWebVitals(console.log))
// or send to an analytics endpoint. Learn more: https://bit.ly/CRA-vitals
reportWebVitals();
reportWebVitals()

View File

@ -1,29 +1,27 @@
import React, {FC} from "react";
import WebSocketService from "../websockets/WebSocketService";
import React, { FC } from "react"
import WebSocketService from "../websockets/WebSocketService"
const ws = new WebSocketService("wss://localhost:3000/api/ws");
const ws = new WebSocketService("wss://localhost:3000/api/ws")
export const Counter: FC = () => {
const [currentCount, setCurrentCount] = React.useState(0)
const [currentCount, setCurrentCount] = React.useState(0);
async function incrementCounterAndSend() {
function incrementCounterAndSend() {
if (ws.isOpen()) {
await ws.send((currentCount + 1).toString());
ws.send((currentCount + 1).toString())
}
}
function receiveMessage(data: MessageEvent<string>) {
const count = parseInt(data.data);
if (!isNaN(count))
setCurrentCount(count);
const count = parseInt(data.data)
if (!isNaN(count)) setCurrentCount(count)
}
React.useEffect(() => {
ws.onReceive = receiveMessage;
ws.open();
return () => ws.close();
}, []);
ws.onReceive = receiveMessage
ws.open()
return () => ws.close()
}, [])
return (
<div>
@ -31,9 +29,13 @@ export const Counter: FC = () => {
<p>This is a simple example of a React component.</p>
<p aria-live="polite">Current count: <strong>{currentCount}</strong></p>
<p aria-live="polite">
Current count: <strong>{currentCount}</strong>
</p>
<button className="btn btn-primary" onClick={incrementCounterAndSend}>Increment</button>
<button className="btn btn-primary" onClick={incrementCounterAndSend}>
Increment
</button>
</div>
);
};
)
}

View File

@ -1,17 +1,16 @@
import React, {FC} from "react";
import {GameComponent} from "../components/gameComponent";
import {useAtomValue} from "jotai";
import {selectedMapAtom, thisPlayerAtom} from "../utils/state";
import React, { FC } from "react"
import { GameComponent } from "../components/gameComponent"
import { useAtomValue } from "jotai"
import { selectedMapAtom, thisPlayerAtom } from "../utils/state"
const GamePage: FC = () => {
const player = useAtomValue(thisPlayerAtom);
const map = useAtomValue(selectedMapAtom);
const player = useAtomValue(thisPlayerAtom)
const map = useAtomValue(selectedMapAtom)
if (player && map) {
return <GameComponent player={player} map={map}/>;
} else {
return null;
return <GameComponent player={player} map={map} />
}
};
return null
}
export default GamePage;
export default GamePage

View File

@ -1,27 +1,35 @@
import React, {FC} from "react";
import {Link} from "react-router-dom";
import {useAtomValue} from "jotai";
import {thisPlayerAtom} from "../utils/state";
import React, { FC } from "react"
import { Link } from "react-router-dom"
import { useAtomValue } from "jotai"
import { thisPlayerAtom } from "../utils/state"
const HomePage: FC = () => {
const player = useAtomValue(thisPlayerAtom);
const player = useAtomValue(thisPlayerAtom)
return (
<div className={"container max-w-[800px] mx-auto px-2"}>
<h1 className={"w-fit mx-auto"}>Hello {player?.username ?? "Player"}. Do you want to play a game?</h1>
<p className={"text-center mt-5"}>
{!player ?
<>Start by {" "}
<Link to={"/login"} className={"text-blue-600"}>logging in</Link>.
{!player ? (
<>
Start by{" "}
<Link to={"/login"} className={"text-blue-600"}>
logging in
</Link>
.
</>
:
<>Go to the {" "}
<Link to={"/lobby"} className={"text-blue-600"}>lobby</Link> to select a game.
) : (
<>
Go to the{" "}
<Link to={"/lobby"} className={"text-blue-600"}>
lobby
</Link>{" "}
to select a game.
</>
}
)}
</p>
</div>
);
};
)
}
export default HomePage;
export default HomePage

View File

@ -1,66 +1,65 @@
import React, {FC, Suspense} from "react";
import {atom, useAtomValue} from "jotai";
import {Button} from "../components/button";
import {selectedMapAtom, thisPlayerAtom} from "../utils/state";
import {getData, postData} from "../utils/api";
import {getPacManSpawns} from "../game/map";
import {useNavigate} from "react-router-dom";
import React, { FC, Suspense } from "react"
import { atom, useAtomValue } from "jotai"
import { Button } from "../components/button"
import { selectedMapAtom, thisPlayerAtom } from "../utils/state"
import { getData, postData } from "../utils/api"
import { getPacManSpawns } from "../game/map"
import { useNavigate } from "react-router-dom"
const fetchAtom = atom(async () => {
const response = await getData("/game/all");
return await response.json() as Game[];
});
const response = await getData("/game/all")
return (await response.json()) as Game[]
})
const LobbyPage: FC = () => {
const thisPlayer = useAtomValue(thisPlayerAtom);
const navigate = useNavigate();
const map = useAtomValue(selectedMapAtom);
const thisPlayer = useAtomValue(thisPlayerAtom)
const navigate = useNavigate()
const map = useAtomValue(selectedMapAtom)
async function createGame(): Promise<void> {
const response = await postData("/game/create", {
body: {player: thisPlayer, spawns: getPacManSpawns(map)} as CreateGameData
});
body: {
player: thisPlayer,
spawns: getPacManSpawns(map),
} as CreateGameData,
})
if (response.ok) {
const data = await response.json();
const data = await response.json()
navigate("/game/" + data.id)
} else {
const data = await response.text();
console.error("Error: ", data);
const data = await response.text()
console.error("Error: ", data)
// TODO display error
}
}
return (
<>
<Button onClick={createGame}>New game</Button>
<Suspense fallback={"Please wait"}>
<GameTable className={"mx-auto"}/>
<GameTable className={"mx-auto"} />
</Suspense>
</>
);
)
}
export default LobbyPage;
export default LobbyPage
const GameTable: FC<ComponentProps> = ({className}) => {
const data = useAtomValue(fetchAtom);
const thisPlayer = useAtomValue(thisPlayerAtom);
const navigate = useNavigate();
const GameTable: FC<ComponentProps> = ({ className }) => {
const data = useAtomValue(fetchAtom)
const thisPlayer = useAtomValue(thisPlayerAtom)
const navigate = useNavigate()
async function joinGame(gameId: string): Promise<void> {
if (thisPlayer === undefined) throw new Error("Player is undefined");
if (thisPlayer === undefined) throw new Error("Player is undefined")
const result = await postData("/game/join/" + gameId, {body: thisPlayer});
const result = await postData("/game/join/" + gameId, { body: thisPlayer })
if (result.ok) {
navigate("/game/" + gameId);
navigate("/game/" + gameId)
} else {
console.error("Failed to join game " + gameId, await result.text());
console.error("Failed to join game " + gameId, await result.text())
// TODO show error message
}
}
@ -68,33 +67,34 @@ const GameTable: FC<ComponentProps> = ({className}) => {
return (
<table className={`rounded overflow-hidden ${className}`}>
<thead className={"bg-gray-500 text-white"}>
<tr className={"my-5"}>
<th className={"p-2"}>Id</th>
<th className={"p-2"}>Count</th>
<th className={"p-2"}>State</th>
<th className={"p-2"}>Join</th>
</tr>
<tr className={"my-5"}>
<th className={"p-2"}>Id</th>
<th className={"p-2"}>Count</th>
<th className={"p-2"}>State</th>
<th className={"p-2"}>Join</th>
</tr>
</thead>
<tbody>
{data?.map(game =>
<tr key={game.id} className={"even:bg-gray-200"}>
<td className={"p-2"}>{game.id}</td>
<td className={"text-center"}>{game.count}</td>
<td>{game.isGameStarted ? "Closed" : "Open"}</td>
<td className={"p-2"}>
<Button disabled={game.isGameStarted} onClick={() => joinGame(game.id)}>
Join
</Button>
</td>
</tr>
)}
{
data?.length === 0 &&
<tr>
<td colSpan={4} className={"text-center"}>No games found</td>
{data?.map(game => (
<tr key={game.id} className={"even:bg-gray-200"}>
<td className={"p-2"}>{game.id}</td>
<td className={"text-center"}>{game.count}</td>
<td>{game.isGameStarted ? "Closed" : "Open"}</td>
<td className={"p-2"}>
<Button disabled={game.isGameStarted} onClick={() => joinGame(game.id)}>
Join
</Button>
</td>
</tr>
}
))}
{data?.length === 0 && (
<tr>
<td colSpan={4} className={"text-center"}>
No games found
</td>
</tr>
)}
</tbody>
</table>
);
)
}

View File

@ -1,23 +1,22 @@
import React, {FC, FormEvent, useState} from "react";
import {Button} from "../components/button";
import Input from "../components/input";
import {useSetAtom} from "jotai";
import {thisPlayerAtom} from "../utils/state";
import Player from "../game/player";
import {useNavigate} from "react-router-dom";
import {postData} from "../utils/api";
import React, { FC, FormEvent, useState } from "react"
import { Button } from "../components/button"
import Input from "../components/input"
import { useSetAtom } from "jotai"
import { thisPlayerAtom } from "../utils/state"
import Player from "../game/player"
import { useNavigate } from "react-router-dom"
import { postData } from "../utils/api"
const LoginPage: FC = () => {
const setThisPlayer = useSetAtom(thisPlayerAtom);
const navigate = useNavigate();
const [error, setError] = useState<string | undefined>();
const setThisPlayer = useSetAtom(thisPlayerAtom)
const navigate = useNavigate()
const [error, setError] = useState<string | undefined>()
async function handleLogin(e: FormEvent<HTMLFormElement>): Promise<void> {
e.preventDefault();
const fields = e.currentTarget.querySelectorAll("input");
e.preventDefault()
const fields = e.currentTarget.querySelectorAll("input")
let user: User = {username: "", password: ""};
let user: User = { username: "", password: "" }
for (const field of fields) {
user = {
...user,
@ -26,36 +25,41 @@ const LoginPage: FC = () => {
}
const response = await postData("/player/login", {
body: {username: user.username, password: user.password} as User
body: { username: user.username, password: user.password } as User,
})
if (response.ok) {
const data = await response.json() as PlayerProps;
setThisPlayer(new Player(data));
navigate("/lobby");
const data = (await response.json()) as PlayerProps
setThisPlayer(new Player(data))
navigate("/lobby")
} else {
const data = await response.text();
console.error(data);
setError(data);
const data = await response.text()
console.error(data)
setError(data)
}
}
const username = "username", password = "password";
const username = "username",
password = "password"
return (
<form onSubmit={handleLogin} className={"container w-fit mx-auto flex flex-col gap-2"}>
<h1 className={"my-5"}>Login</h1>
{error && <p className={"text-red-500"}>{error}</p>}
<label htmlFor={username}>Username:</label>
<Input id={username} name={username} placeholder={"Username"} autoComplete={"username"} required/>
<Input id={username} name={username} placeholder={"Username"} autoComplete={"username"} required />
<label htmlFor={password}>Password:</label>
<Input id={password} name={password} type={"password"} placeholder={"Password"}
autoComplete={"current-password"} required/>
<Input
id={password}
name={password}
type={"password"}
placeholder={"Password"}
autoComplete={"current-password"}
required
/>
<Button type={"submit"}>Login</Button>
</form>
);
)
}
export default LoginPage;
export default LoginPage

View File

@ -1,13 +1,13 @@
const reportWebVitals = (onPerfEntry) => {
const reportWebVitals = onPerfEntry => {
if (onPerfEntry && onPerfEntry instanceof Function) {
import('web-vitals').then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => {
getCLS(onPerfEntry);
getFID(onPerfEntry);
getFCP(onPerfEntry);
getLCP(onPerfEntry);
getTTFB(onPerfEntry);
});
import("web-vitals").then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => {
getCLS(onPerfEntry)
getFID(onPerfEntry)
getFCP(onPerfEntry)
getLCP(onPerfEntry)
getTTFB(onPerfEntry)
})
}
};
}
export default reportWebVitals;
export default reportWebVitals

View File

@ -1,25 +1,27 @@
type FRComponent<T = ComponentProps, HTML extends HTMLElement = HTMLElement> = React.ForwardRefExoticComponent<React.PropsWithoutRef<T> & React.RefAttributes<HTML>>;
type FRComponent<T = ComponentProps, HTML extends HTMLElement = HTMLElement> = React.ForwardRefExoticComponent<
React.PropsWithoutRef<T> & React.RefAttributes<HTML>
>
interface ComponentProps {
className?: string,
style?: React.CSSProperties,
id?: string,
title?: string,
className?: string
style?: React.CSSProperties
id?: string
title?: string
}
interface ChildProps extends ComponentProps {
children?: React.JSX.Element | string,
children?: React.JSX.Element | string
}
interface LinkProps extends ChildProps {
to: string,
newTab?: boolean,
to: string
newTab?: boolean
}
interface ButtonProps extends ChildProps {
onClick?: (event: React.MouseEvent<HTMLButtonElement, MouseEvent>) => void,
disabled?: boolean,
type?: "button" | "submit" | "reset",
onClick?: (event: React.MouseEvent<HTMLButtonElement, MouseEvent>) => void
disabled?: boolean
type?: "button" | "submit" | "reset"
}
interface InputProps extends ComponentProps {
@ -31,23 +33,23 @@ interface InputProps extends ComponentProps {
}
interface CharacterProps {
colour: import("../game/colour").Colour,
position?: Path | null,
isEatable?: boolean,
spawnPosition?: DirectionalPosition | null,
type?: import("../game/character").CharacterType,
colour: import("../game/colour").Colour
position?: Path | null
isEatable?: boolean
spawnPosition?: DirectionalPosition | null
type?: import("../game/character").CharacterType
}
interface BoxProps {
pellets?: number,
powerPellets?: number,
readonly colour: import("../game/colour").Colour,
pellets?: number
powerPellets?: number
readonly colour: import("../game/colour").Colour
}
interface PlayerProps {
readonly username: string,
readonly pacMan?: CharacterProps,
readonly colour: import("../game/colour").Colour,
readonly box?: BoxProps,
state?: import("../game/player").State,
readonly username: string
readonly pacMan?: CharacterProps
readonly colour: import("../game/colour").Colour
readonly box?: BoxProps
state?: import("../game/player").State
}

View File

@ -1,68 +1,68 @@
type MessageEventFunction<T = any> = (data: MessageEvent<T>) => void;
type MessageEventFunction<T = any> = (data: MessageEvent<T>) => void
type Setter<T> = React.Dispatch<React.SetStateAction<T>>;
type Setter<T> = React.Dispatch<React.SetStateAction<T>>
type GUID = `${string}-${string}-${string}-${string}-${string}`;
type GUID = `${string}-${string}-${string}-${string}-${string}`
type WebSocketData = string | ArrayBufferLike | Blob | ArrayBufferView;
type WebSocketData = string | ArrayBufferLike | Blob | ArrayBufferView
type ActionMessage<T = any> = {
readonly action: import("../utils/actions").GameAction,
readonly action: import("../utils/actions").GameAction
readonly data?: T
}
type Action<T> = (obj: T) => void;
type Action<T> = (obj: T) => void
type BiAction<T1, T2> = (obj1: T1, obj2: T2) => void;
type BiAction<T1, T2> = (obj1: T1, obj2: T2) => void
type Predicate<T> = (obj: T) => boolean;
type Predicate<T> = (obj: T) => boolean
type SelectedDice = {
value: number,
value: number
index: number
};
}
type Position = { x: number, y: number };
type Position = { x: number; y: number }
type GameMap = number[][];
type GameMap = number[][]
type DirectionalPosition = {
at: Position,
at: Position
direction: import("../game/direction").Direction
}
type Path = {
path?: Position[] | null,
path?: Position[] | null
// TODO replace with DirectionalPosition
end: Position,
end: Position
direction: import("../game/direction").Direction
}
type Game = {
readonly id: string,
readonly count: number,
readonly isGameStarted: boolean,
readonly id: string
readonly count: number
readonly isGameStarted: boolean
}
type User = {
readonly username: string,
readonly password: string,
readonly username: string
readonly password: string
readonly colour?: import("../game/colour").Colour
}
type Api<T = ApiRequest> = (path: string, data?: ApiRequest & T) => Promise<Response>;
type Api<T = ApiRequest> = (path: string, data?: ApiRequest & T) => Promise<Response>
type ApiRequest = {
headers?: HeadersInit,
headers?: HeadersInit
body?: any
}
type JoinGameData = {
readonly username: string,
readonly gameId: GUID,
readonly username: string
readonly gameId: GUID
}
type CreateGameData = {
readonly player: PlayerProps,
readonly spawns: DirectionalPosition[],
readonly player: PlayerProps
readonly spawns: DirectionalPosition[]
}

View File

@ -1,10 +1,10 @@
import Player from "../game/player";
import {CharacterType, Ghost} from "../game/character";
import {getCharacterSpawns} from "../game/map";
import {TileType} from "../game/tileType";
import {getDefaultStore} from "jotai";
import {currentPlayerNameAtom, diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedMapAtom} from "./state";
import {Colour} from "../game/colour";
import Player from "../game/player"
import { CharacterType, Ghost } from "../game/character"
import { getCharacterSpawns } from "../game/map"
import { TileType } from "../game/tileType"
import { getDefaultStore } from "jotai"
import { currentPlayerNameAtom, diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedMapAtom } from "./state"
import { Colour } from "../game/colour"
export enum GameAction {
error,
@ -17,107 +17,112 @@ export enum GameAction {
// TODO add updatePellets
}
const store = getDefaultStore();
const map = store.get(selectedMapAtom);
const store = getDefaultStore()
const map = store.get(selectedMapAtom)
const ghostsProps: CharacterProps[] = [
{colour: Colour.purple},
{colour: Colour.purple},
];
let spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.ghost);
const ghostsProps: CharacterProps[] = [{ colour: Colour.purple }, { colour: Colour.purple }]
let spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.ghost)
ghostsProps.forEach(ghost => {
ghost.spawnPosition = spawns.pop()?.position;
ghost.spawnPosition = spawns.pop()?.position
})
const ghosts = ghostsProps.map(props => new Ghost(props))
});
const ghosts = ghostsProps.map(props => new Ghost(props));
store.set(ghostsAtom, ghosts);
store.set(ghostsAtom, ghosts)
export const doAction: MessageEventFunction<string> = (event): void => {
const message: ActionMessage = JSON.parse(event.data);
console.debug("Received message:", message);
const message: ActionMessage = JSON.parse(event.data)
console.debug("Received message:", message)
switch (message.action as GameAction) {
case GameAction.error:
console.error("Error:", message.data);
break;
console.error("Error:", message.data)
break
case GameAction.rollDice:
setDice(message.data);
break;
setDice(message.data)
break
case GameAction.moveCharacter:
moveCharacter(message.data);
break;
moveCharacter(message.data)
break
case GameAction.joinGame:
joinGame(message.data);
break;
joinGame(message.data)
break
case GameAction.ready:
ready(message.data);
break;
ready(message.data)
break
case GameAction.nextPlayer:
nextPlayer(message.data);
break;
nextPlayer(message.data)
break
case GameAction.disconnect:
updatePlayers(message.data);
break;
updatePlayers(message.data)
break
}
};
function setDice(data?: number[]): void {
store.set(diceAtom, data);
}
type MoveCharacterData = { dice: number[], players: PlayerProps[], ghosts: CharacterProps[], eatenPellets: Position[] };
function setDice(data?: number[]): void {
store.set(diceAtom, data)
}
type MoveCharacterData = {
dice: number[]
players: PlayerProps[]
ghosts: CharacterProps[]
eatenPellets: Position[]
}
function moveCharacter(data?: MoveCharacterData): void {
store.set(diceAtom, data?.dice);
updatePlayers(data?.players);
updateGhosts(data);
removeEatenPellets(data);
store.set(diceAtom, data?.dice)
updatePlayers(data?.players)
updateGhosts(data)
removeEatenPellets(data)
}
function updatePlayers(updatedPlayers?: PlayerProps[]): void {
if (updatedPlayers) {
const newList: Player[] = updatedPlayers.map(p => new Player(p));
store.set(playersAtom, newList);
const newList: Player[] = updatedPlayers.map(p => new Player(p))
store.set(playersAtom, newList)
}
}
function updateGhosts(data?: MoveCharacterData): void {
const updatedGhosts = data?.ghosts;
const updatedGhosts = data?.ghosts
if (updatedGhosts) {
const newList: Ghost[] = updatedGhosts.map(g => new Ghost(g));
store.set(ghostsAtom, newList);
const newList: Ghost[] = updatedGhosts.map(g => new Ghost(g))
store.set(ghostsAtom, newList)
}
}
function removeEatenPellets(data?: MoveCharacterData): void {
const pellets = data?.eatenPellets;
const pellets = data?.eatenPellets
for (const pellet of pellets ?? []) {
map[pellet.y][pellet.x] = TileType.empty;
map[pellet.y][pellet.x] = TileType.empty
}
}
function joinGame(data?: PlayerProps[]): void { // TODO missing data when refreshing page
const playerProps = data ?? [];
spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.pacMan);
store.set(playersAtom, playerProps.map(p => new Player(p)));
function joinGame(data?: PlayerProps[]): void {
// TODO missing data when refreshing page
const playerProps = data ?? []
spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.pacMan)
store.set(
playersAtom,
playerProps.map(p => new Player(p)),
)
}
type ReadyData = { allReady: boolean, players: PlayerProps[] };
type ReadyData = { allReady: boolean; players: PlayerProps[] }
function ready(data?: ReadyData): void {
if (data) {
const players = data.players.map(p => new Player(p));
store.set(playersAtom, players);
const players = data.players.map(p => new Player(p))
store.set(playersAtom, players)
if (data.allReady) {
store.set(currentPlayerNameAtom, data.players[0].username);
store.set(currentPlayerNameAtom, data.players[0].username)
}
}
}
function nextPlayer(currentPlayerName?: string): void {
store.set(currentPlayerNameAtom, currentPlayerName);
store.set(rollDiceButtonAtom, true);
store.set(currentPlayerNameAtom, currentPlayerName)
store.set(rollDiceButtonAtom, true)
}

View File

@ -1,12 +1,12 @@
export const getData: Api = async (path, {headers} = {}) => {
if (import.meta.env.MODE === "test") return Promise.resolve(new Response(JSON.stringify([])));
export const getData: Api = async (path, { headers } = {}) => {
if (import.meta.env.MODE === "test") return Promise.resolve(new Response(JSON.stringify([])))
return await fetch(import.meta.env.VITE_API_HTTP + path, {
method: "GET",
headers: headers
});
headers: headers,
})
}
export const postData: Api = async (path, {body, headers} = {}) => {
export const postData: Api = async (path, { body, headers } = {}) => {
return await fetch(import.meta.env.VITE_API_HTTP + path, {
method: "POST",
headers: {

View File

@ -1,74 +1,75 @@
import Player from "../game/player";
import {atom} from "jotai";
import {Ghost} from "../game/character";
import {customMap} from "../game/map";
import Player from "../game/player"
import { atom } from "jotai"
import { Ghost } from "../game/character"
import { customMap } from "../game/map"
const playerStorage = "player";
const playerStorage = "player"
/**
* All players in the game.
*/
export const playersAtom = atom<Player[]>([]);
export const playersAtom = atom<Player[]>([])
/**
* All player characters (Pac-Man) in the game.
*/
export const playerCharactersAtom = atom(get => get(playersAtom).map(player => player.pacMan));
export const playerCharactersAtom = atom(get => get(playersAtom).map(player => player.pacMan))
/**
* All ghosts in the game.
*/
export const ghostsAtom = atom<Ghost[]>([]);
export const ghostsAtom = atom<Ghost[]>([])
/**
* All characters in the game.
*/
export const allCharactersAtom = atom(get => [...get(playerCharactersAtom), ...get(ghostsAtom)]);
export const allCharactersAtom = atom(get => [...get(playerCharactersAtom), ...get(ghostsAtom)])
/**
* The player that is currently logged in.
*/
const playerAtom = atom<Player | undefined>(undefined);
const playerAtom = atom<Player | undefined>(undefined)
/**
* Gets a getter and setter to get or set the player that is currently logged in.
* Returns A tuple containing a getter and setter to get or set the player that is currently logged in.
*/
export const thisPlayerAtom = atom(get => {
const atomValue = get(playerAtom);
if (!atomValue) {
const item = sessionStorage.getItem(playerStorage);
if (item) {
const playerProps = JSON.parse(item) as PlayerProps;
return new Player(playerProps);
export const thisPlayerAtom = atom(
get => {
const atomValue = get(playerAtom)
if (!atomValue) {
const item = sessionStorage.getItem(playerStorage)
if (item) {
const playerProps = JSON.parse(item) as PlayerProps
return new Player(playerProps)
}
}
}
return atomValue;
}, (_get, set, player: Player | undefined) => {
if (player)
sessionStorage.setItem(playerStorage, JSON.stringify(player));
else
sessionStorage.removeItem(playerStorage);
set(playerAtom, player);
});
return atomValue
},
(_get, set, player: Player | undefined) => {
if (player) sessionStorage.setItem(playerStorage, JSON.stringify(player))
else sessionStorage.removeItem(playerStorage)
set(playerAtom, player)
},
)
/**
* All dice that have been rolled.
*/
export const diceAtom = atom<number[] | undefined>(undefined);
export const diceAtom = atom<number[] | undefined>(undefined)
/**
* The dice that have been selected by the player.
*/
export const selectedDiceAtom = atom<SelectedDice | undefined>(undefined);
export const selectedDiceAtom = atom<SelectedDice | undefined>(undefined)
/**
* The name of the player whose turn it is.
*/
export const currentPlayerNameAtom = atom<string | undefined>(undefined);
export const currentPlayerNameAtom = atom<string | undefined>(undefined)
/**
* The player whose turn it is.
*/
export const currentPlayerAtom = atom<Player | undefined>(get => {
const currentPlayerName = get(currentPlayerNameAtom);
return get(playersAtom).find(player => player.username === currentPlayerName);
});
const currentPlayerName = get(currentPlayerNameAtom)
return get(playersAtom).find(player => player.username === currentPlayerName)
})
/**
* Whether the roll dice button should be enabled.
*/
export const rollDiceButtonAtom = atom(true);
export const rollDiceButtonAtom = atom(true)
/**
* The map that is currently selected.
*/
export const selectedMapAtom = atom(customMap);
export const selectedMapAtom = atom(customMap)

View File

@ -5,14 +5,14 @@
* @returns A promise that resolves when the predicate is true.
*/
export function wait(predicate: Predicate<void>, timeout: number = 50): Promise<void> {
return new Promise<void>((resolve) => {
return new Promise<void>(resolve => {
const f = () => {
if (predicate()) {
return resolve();
return resolve()
}
setTimeout(f, timeout);
};
setTimeout(f, timeout)
}
f();
});
f()
})
}

View File

@ -1,11 +1,11 @@
/// <reference types="vite/client" />
interface ImportMetaEnv {
readonly VITE_API_URI: string,
readonly VITE_API_HTTP: string,
readonly VITE_API_WS: string,
readonly VITE_API_URI: string
readonly VITE_API_HTTP: string
readonly VITE_API_WS: string
}
interface ImportMeta {
readonly env: ImportMetaEnv;
}
readonly env: ImportMetaEnv
}

View File

@ -1,9 +1,9 @@
import {wait} from "../utils/utils";
import { wait } from "../utils/utils"
interface IWebSocket {
onOpen?: VoidFunction,
onReceive?: MessageEventFunction,
onClose?: VoidFunction,
onOpen?: VoidFunction
onReceive?: MessageEventFunction
onClose?: VoidFunction
onError?: VoidFunction
}
@ -11,59 +11,59 @@ interface IWebSocket {
* WebSocketService class provides a WebSocket client interface for easy communication with a WebSocket server.
*/
export default class WebSocketService {
private ws?: WebSocket;
private readonly _url: string;
private ws?: WebSocket
private readonly _url: string
constructor(url: string, {onOpen, onReceive, onClose, onError}: IWebSocket = {}) {
this._url = url;
this._onOpen = onOpen;
this._onReceive = onReceive;
this._onClose = onClose;
this._onError = onError;
constructor(url: string, { onOpen, onReceive, onClose, onError }: IWebSocket = {}) {
this._url = url
this._onOpen = onOpen
this._onReceive = onReceive
this._onClose = onClose
this._onError = onError
}
private _onOpen?: VoidFunction;
private _onOpen?: VoidFunction
set onOpen(onOpen: VoidFunction) {
this._onOpen = onOpen;
if (!this.ws) return;
this.ws.onopen = onOpen;
this._onOpen = onOpen
if (!this.ws) return
this.ws.onopen = onOpen
}
private _onReceive?: MessageEventFunction;
private _onReceive?: MessageEventFunction
set onReceive(onReceive: MessageEventFunction) {
this._onReceive = onReceive;
if (!this.ws) return;
this.ws.onmessage = onReceive;
this._onReceive = onReceive
if (!this.ws) return
this.ws.onmessage = onReceive
}
private _onClose?: VoidFunction;
private _onClose?: VoidFunction
set onClose(onClose: VoidFunction) {
this._onClose = onClose;
if (!this.ws) return;
this.ws.onclose = onClose;
this._onClose = onClose
if (!this.ws) return
this.ws.onclose = onClose
}
private _onError?: VoidFunction;
private _onError?: VoidFunction
set onError(onError: VoidFunction) {
this._onError = onError;
if (!this.ws) return;
this.ws.onerror = onError;
this._onError = onError
if (!this.ws) return
this.ws.onerror = onError
}
/**
* Opens a WebSocket connection with the specified URL and sets the event callbacks.
*/
public open(): void {
if (typeof WebSocket === "undefined" || this.isConnecting()) return;
this.ws = new WebSocket(this._url);
if (this._onOpen) this.ws.onopen = this._onOpen;
if (this._onReceive) this.ws.onmessage = this._onReceive;
if (this._onClose) this.ws.onclose = this._onClose;
if (this._onError) this.ws.onerror = this._onError;
if (typeof WebSocket === "undefined" || this.isConnecting()) return
this.ws = new WebSocket(this._url)
if (this._onOpen) this.ws.onopen = this._onOpen
if (this._onReceive) this.ws.onmessage = this._onReceive
if (this._onClose) this.ws.onclose = this._onClose
if (this._onError) this.ws.onerror = this._onError
}
/**
@ -72,8 +72,8 @@ export default class WebSocketService {
* @returns {Promise<void>} - A promise that resolves when the "isOpen" condition is met.
*/
public async waitForOpen(): Promise<void> {
await wait(() => this.isOpen());
if (this._onOpen) this.onOpen = this._onOpen;
await wait(() => this.isOpen())
if (this._onOpen) this.onOpen = this._onOpen
}
/**
@ -83,16 +83,16 @@ export default class WebSocketService {
*/
public send(data: ActionMessage | string): void {
if (typeof data !== "string") {
data = JSON.stringify(data);
data = JSON.stringify(data)
}
this.ws?.send(data);
this.ws?.send(data)
}
/**
* Closes the WebSocket connection.
*/
public close(): void {
this.ws?.close();
this.ws?.close()
}
/**
@ -100,7 +100,7 @@ export default class WebSocketService {
* @returns {boolean} Returns true if the WebSocket is open, otherwise false.
*/
public isOpen(): boolean {
return this.ws?.readyState === WebSocket?.OPEN;
return this.ws?.readyState === WebSocket?.OPEN
}
/**
@ -109,7 +109,7 @@ export default class WebSocketService {
* @returns {boolean} - Returns 'true' if the WebSocket is connecting, otherwise 'false'.
*/
public isConnecting(): boolean {
return this.ws?.readyState === WebSocket?.CONNECTING;
return this.ws?.readyState === WebSocket?.CONNECTING
}
/**
@ -118,6 +118,6 @@ export default class WebSocketService {
* @returns {boolean} Returns true if the WebSocket connection is closed, false otherwise.
*/
public isClosed(): boolean {
return this.ws?.readyState === WebSocket?.CLOSED;
return this.ws?.readyState === WebSocket?.CLOSED
}
}

View File

@ -69,7 +69,7 @@ public class GameController : GenericController
}
catch (Exception e)
{
return BadRequest(e.Message); // TODO not necessary?
return BadRequest(e.Message);
}
}