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Tear of Sejong
sejong25
Commits
4e3b26cf
Commit
4e3b26cf
authored
Jul 08, 2019
by
18손재민
Committed by
18손재민
Jul 08, 2019
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이제 얻은 호패를 모두 저장하고 공격시 이 호패를 가진 모든 플레이어에게 공격 단어를 보냄. 아직 서버는 안씀
parent
40bdb4af
Changes
3
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Showing
3 changed files
with
32 additions
and
21 deletions
+32
-21
GameServer.js
GameServer.js
+1
-1
WordObject.js
js/WordObject.js
+1
-0
WordSpace.js
js/WordSpace.js
+30
-20
No files found.
GameServer.js
View file @
4e3b26cf
var
GameServer
=
GameServer
||
{};
GameServer
.
Phase
=
{
READY
:
0
,
START
:
1
,
MAIN
:
2
,
MUSIC
:
3
};
GameServer
.
startCount
=
2
;
GameServer
.
startCount
=
1
;
GameServer
.
currentPlayer
=
[];
GameServer
.
playingRoom
=
[];
...
...
js/WordObject.js
View file @
4e3b26cf
...
...
@@ -156,6 +156,7 @@ class NameWord extends WordObject
destroy
()
{
WordSpace
.
attackGauge
.
add
(
this
.
wordTyping
*
0.1
);
WordSpace
.
nameGroup
.
push
(
this
);
super
.
destroy
();
}
}
js/WordSpace.js
View file @
4e3b26cf
...
...
@@ -10,11 +10,11 @@ WordSpace.nextWordCode = 0;
WordSpace
.
totalWeight
=
0
;
//현재 단어 무게 총합
WordSpace
.
totalWordNum
=
0
;
WordSpace
.
brainCapacity
=
200
;
//수용 가능한 단어 무게 최대치
WordSpace
.
defeatTime
=
5000
;
WordSpace
.
gameTimer
=
null
;
//현재 게임 플레이 시간 타이머
WordSpace
.
isTimerOn
=
false
;
WordSpace
.
wordGroup
=
[];
WordSpace
.
nameGroup
=
[];
WordSpace
.
wordForcedGroup
=
[];
WordSpace
.
wordPhysicsGroup
=
null
;
...
...
@@ -22,10 +22,15 @@ WordSpace.GradeProb = [0.35, 0.6, 0.8];
WordSpace
.
Phase
=
{
READY
:
0
,
START
:
1
,
MAIN
:
2
,
MUSIC
:
3
};
WordSpace
.
CurrentPhase
=
WordSpace
.
Phase
.
READY
;
WordSpace
.
playerTyping
=
0
;
WordSpace
.
PlayerTypingRate
=
0
;
WordSpace
.
playerTypingRate
=
0
;
WordSpace
.
delay
=
{
WordSpawn
:
3000
,
NameSpawn
:
3000
,
GameOver
:
5000
,
}
WordSpace
.
WordSpawnDelay
=
3000
;
WordSpace
.
NameSpawnDelay
=
3000
;
WordSpace
.
NameSpawnReduce
=
1000
;
WordSpace
.
gravityPoint
=
{
x
:
640
,
y
:
300
};
...
...
@@ -69,10 +74,10 @@ WordSpace.nameCycle = new Cycle(function()
//이건 뭐지
WordSpace
.
varAdjustCycle
=
new
Cycle
(
function
()
{
//나중에는 메세지 분석해서 Phase랑
P
layerTypingRate 받겠지만 일단 이렇게 해둠
//나중에는 메세지 분석해서 Phase랑
p
layerTypingRate 받겠지만 일단 이렇게 해둠
//WordSpace.GetPhase();
//WordSpace.GetPlayerTypingRate();
WordSpace
.
AdjustVarByPhase
(
WordSpace
.
P
layerTypingRate
,
WordSpace
.
CurrentPhase
);
WordSpace
.
AdjustVarByPhase
(
WordSpace
.
p
layerTypingRate
,
WordSpace
.
CurrentPhase
);
});
WordSpace
.
getSpawnPoint
=
function
(
_lenRate
)
...
...
@@ -104,8 +109,8 @@ WordSpace.AdjustVarByPhase = function(typingRate, phase)
{
if
(
phase
==
WordSpace
.
Phase
.
READY
)
{
WordSpace
.
WordSpawnDelay
=
10000
;
WordSpace
.
NameSpawnDelay
=
10000
;
WordSpace
.
delay
.
WordSpawn
=
10000
;
WordSpace
.
delay
.
NameSpawn
=
10000
;
WordSpace
.
NameSpawnReduce
=
0
;
WordSpace
.
GradeProb
[
0
]
=
1
;
WordSpace
.
GradeProb
[
1
]
=
1
;
...
...
@@ -113,8 +118,8 @@ WordSpace.AdjustVarByPhase = function(typingRate, phase)
}
else
if
(
phase
==
WordSpace
.
Phase
.
START
)
{
WordSpace
.
WordSpawnDelay
=
3000
;
WordSpace
.
NameSpawnDelay
=
6000
;
WordSpace
.
delay
.
WordSpawn
=
3000
;
WordSpace
.
delay
.
NameSpawn
=
6000
;
WordSpace
.
NameSpawnReduce
=
1000
;
WordSpace
.
GradeProb
[
0
]
=
0.35
;
WordSpace
.
GradeProb
[
1
]
=
1
-
0.4
*
typingRate
;
...
...
@@ -122,8 +127,8 @@ WordSpace.AdjustVarByPhase = function(typingRate, phase)
}
else
if
(
phase
==
WordSpace
.
Phase
.
MAIN
)
{
WordSpace
.
WordSpawnDelay
=
3000
-
typingRate
*
1000
;
WordSpace
.
NameSpawnDelay
=
6000
;
WordSpace
.
delay
.
WordSpawn
=
3000
-
typingRate
*
1000
;
WordSpace
.
delay
.
NameSpawn
=
6000
;
WordSpace
.
NameSpawnReduce
=
1000
;
WordSpace
.
GradeProb
[
0
]
=
0.4
-
0.4
*
typingRate
;
WordSpace
.
GradeProb
[
1
]
=
0.8
-
0.4
*
typingRate
;
...
...
@@ -131,15 +136,15 @@ WordSpace.AdjustVarByPhase = function(typingRate, phase)
}
else
if
(
phase
==
WordSpace
.
Phase
.
MUSIC
)
{
WordSpace
.
WordSpawnDelay
=
1500
;
WordSpace
.
NameSpawnDelay
=
4000
;
WordSpace
.
delay
.
WordSpawn
=
1500
;
WordSpace
.
delay
.
NameSpawn
=
4000
;
WordSpace
.
NameSpawnReduce
=
500
;
WordSpace
.
GradeProb
[
0
]
=
0.2
-
0.2
*
typingRate
;
WordSpace
.
GradeProb
[
1
]
=
0.8
-
0.5
*
typingRate
;
WordSpace
.
GradeProb
[
2
]
=
0.9
-
0.2
*
typingRate
;
}
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
WordSpawnDelay
,
WordSpace
.
wordCycle
.
currentCycle
.
getElapsed
(),
true
);
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
NameSpawnDelay
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
(),
true
);
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
WordSpawn
,
WordSpace
.
wordCycle
.
currentCycle
.
getElapsed
(),
true
);
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
NameSpawn
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
(),
true
);
}
WordSpace
.
attackGauge
=
...
...
@@ -281,7 +286,7 @@ WordSpace.setGameOverTimer = function()
if
(
this
.
brainCapacity
<
this
.
totalWeight
&&
!
this
.
isTimerOn
)
{
this
.
isTimerOn
=
true
;
WordSpace
.
gameOverCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
de
featTime
,
0
,
false
);
WordSpace
.
gameOverCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
de
lay
.
gameOver
,
0
,
false
);
console
.
log
(
'
Game over timer On
'
);
}
}
...
...
@@ -310,12 +315,12 @@ WordSpace.findWord = function(wordText)
if
(
weightest
.
wordWeight
<
element
.
wordWeight
)
weightest
=
element
;
});
weightest
.
destroy
();
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
NameSpawnDelay
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
()
+
WordSpace
.
NameSpawnReduce
,
true
);
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
NameSpawn
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
()
+
WordSpace
.
NameSpawnReduce
,
true
);
while
(
WordSpace
.
totalWordNum
<
5
)
{
WordSpace
.
genWordByProb
(
WordSpace
.
gameSceneForTest
);
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
WordSpawnDelay
,
0
);
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
WordSpawn
,
0
);
}
WordSpace
.
setPlayerTyping
.
add
(
wordText
);
}
...
...
@@ -359,7 +364,12 @@ WordSpace.attack = function(wordText, grade)
{
console
.
log
(
'
attack
'
+
wordText
+
'
, grade:
'
+
grade
);
//호패에 따른 isStrong 구분 필요함
WordSpace
.
generateWord
.
Attack
(
WordSpace
.
gameSceneForTest
,
wordText
,
grade
,
playerName
,
true
);
WordSpace
.
nameGroup
.
forEach
(
function
(
element
)
{
WordSpace
.
generateWord
.
Attack
(
WordSpace
.
gameSceneForTest
,
wordText
,
grade
,
playerName
,
element
.
isStrong
);
});
WordSpace
.
nameGroup
=
[];
//WordSpace.generateWord(WordSpace.gameSceneForTest, wordText, grade, undefined, true); // for test
// 이부분에서 게이지에 따라 급수 결정
// 이걸 서버로 공격을 보내야 함
...
...
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