Commit 7d3bafca authored by 18손재민's avatar 18손재민

플레이어 정보 전송하는 부분 대부분 id로 수정함

parent 0afef244
......@@ -141,12 +141,12 @@ socket.on('attackMode', function(msg) // number playerId
console.log(msg + ' is on attack Mode');
// msg의 id를 가진 사람이 attack Mode이다.
});
socket.on('someoneAttacked', function(msg) // {Player attacker, Player victim}
socket.on('someoneAttacked', function(msg) // {Id attackerId, Id victimId}
{
// 이때 위의 attack Mode인 사람(msg.attackerId)을 해제해주자.
console.log(msg.attacker.id + ' attacked ' + msg.victim.id);
let attackerPos = RoomData.findPlayer(msg.attacker).position;
let victimPos = RoomData.findPlayer(msg.victim).position;
console.log(msg.attackerId + ' attacked ' + msg.victimId);
let attackerPos = RoomData.findPlayer(msg.attackerId).position;
let victimPos = RoomData.findPlayer(msg.victimId).position;
WordSpace.makeAttackPaper(ScenesData.gameScene, attackerPos, victimPos, msg.multiple);
});
socket.on('attacked', function(msg) // object attackData
......@@ -155,13 +155,13 @@ socket.on('attacked', function(msg) // object attackData
let attackedEvent = new Cycle(function()
{
if(!WordSpace.isInvincible)
for (let i = 0; i < msg.multiple; i++) WordSpace.generateWord.Attack(ScenesData.gameScene, msg.text, msg.grade, msg.attacker, msg.attackOption);
for (let i = 0; i < msg.multiple; i++) WordSpace.generateWord.Attack(ScenesData.gameScene, msg.text, msg.grade, RoomData.findPlayer(msg.attackerId), msg.attackOption);
attackedEvent.currentCycle.destroy();
WordSpace.attackedEvents.splice(WordSpace.attackedEvents.findIndex(function(element) {
return element.cert === (msg.text + msg.attacker);
return element.cert === (msg.text + msg.attackerId);
}), 1);
});
attackedEvent.cert = msg.text + msg.attacker;
attackedEvent.cert = msg.text + msg.attackerId;
attackedEvent.resetCycle(ScenesData.gameScene, 4000, 0, false);
WordSpace.attackedEvents.push(attackedEvent);
......@@ -173,8 +173,9 @@ socket.on('defeat', function(msg) // object player
RoomData.aliveCount--;
if (msg.lastAttack != null)
{
console.log(RoomData.players[msg.index].nickname + ' defeated by ' + msg.lastAttack.attacker + ', with ' + msg.lastAttack.word);
WordSpace.killLogForTest += ('\n' + msg.lastAttack.attacker + ' --' + msg.lastAttack.word + '-> ' + RoomData.players[msg.index].nickname);
let lastAttacker = RoomData.findPlayer(msg.lastAttack.attackerId).nickname;
console.log(RoomData.players[msg.index].nickname + ' defeated by ' + lastAttacker + ', with ' + msg.lastAttack.word);
WordSpace.killLogForTest += ('\n' + lastAttacker + ' --' + msg.lastAttack.word + '-> ' + RoomData.players[msg.index].nickname);
if(msg.lastAttack.attackerId == RoomData.myself.id)
{
var keys = Object.keys(Enums.item);
......@@ -194,8 +195,8 @@ socket.on('gameEnd', function(msg) // object player
socket.on('attackSucceed', function(msg)
{
//console.log('client');
let tempWord = WordSpace.generateWord.Name(ScenesData.gameScene, true, msg.victim);
let victimPos = RoomData.findPlayer(msg.victim).position;
let tempWord = WordSpace.generateWord.Name(ScenesData.gameScene, true, RoomData.findPlayer(msg.victimId));
let victimPos = RoomData.findPlayer(msg.victimId).position;
tempWord.physicsObj.setPosition(victimPos.x, victimPos.y);
tempWord.wordObj.setPosition(tempWord.physicsObj.x, tempWord.physicsObj.y);
tempWord.destroy();
......
......@@ -206,8 +206,8 @@ class AttackWord extends WordObject
let attackData =
{
roomNum: RoomData.roomId,
attacker: RoomData.myself,
target: this.attacker.id,
attackerId: RoomData.myself.id,
victimId: this.attacker.id,
text: this.wordText,
grade: Math.min(3, this.wordGrade + 1),
attackOption: {
......
......@@ -368,8 +368,8 @@ WordSpace.findWord = function(wordText)
let victimData =
{
roomNum: RoomData.roomId,
victim: RoomData.myself,
target: element.attacker.id,
attackerId: element.attacker.id,
victimId: RoomData.myself.id,
word: element.wordText
}
socket.emit('defenseFailed', victimData);
......@@ -410,7 +410,7 @@ WordSpace.attack = function(wordText, grade)
let victimId = element.ownerId;
let sendIdx = toSend.findIndex(function(element)
{
return element.victim.id === victimId;
return element.victimId === victimId;
});
if (sendIdx != -1) toSend[sendIdx].multiple++;
else
......@@ -421,8 +421,8 @@ WordSpace.attack = function(wordText, grade)
let attackData =
{
roomNum: RoomData.roomId,
attacker: RoomData.myself,
victim: target,
attackerId: RoomData.myself.id,
victimId: target.id,
text: wordText,
grade: grade,
attackOption: {
......
......@@ -33,7 +33,7 @@ RoomData.roomId = -1;
RoomData.myself = null;
RoomData.players = null;
RoomData.aliveCount = -1;
RoomData.findPlayer = function(player)
RoomData.findPlayer = function(playerId)
{
return RoomData.players.find(function(element){ return element.id == player.id; });
return RoomData.players.find(function(element){ return element.id == playerId; });
}
\ No newline at end of file
......@@ -94,18 +94,17 @@ io.on('connection', function(socket)
socket.on('attack', function(msg)
{
socket.playerData.currentRoom.announceToTarget(msg.victim.id, 'attacked', msg);
socket.playerData.currentRoom.announceToRoom('someoneAttacked', {attacker: msg.attacker, victim: msg.victim, multiple: msg.multiple});
//console.log('attack ' + msg.target + ' by ' + msg.attacker.id + ' with ' + msg.text);
socket.playerData.currentRoom.announceToTarget(msg.victimId, 'attacked', msg);
socket.playerData.currentRoom.announceToRoom('someoneAttacked', {attackerId: msg.attackerId, victimId: msg.victimId, multiple: msg.multiple});
//console.log('attack ' + msg.victimId + ' by ' + msg.attackerId + ' with ' + msg.text);
setTimeout(function()
{
let target = GameServer.findPlayerSocket(msg.victim.id);
let target = GameServer.findPlayerSocket(msg.victimId);
if (target != null)
{
let dataToPush =
{
attackerId: msg.attacker.id,
attacker: msg.attacker.nickname,
attackerId: msg.attackerId,
wrongCount: 0,
word: msg.text,
wordGrade: msg.grade,
......@@ -128,10 +127,10 @@ io.on('connection', function(socket)
socket.on('defenseFailed', function(msg)
{
socket.playerData.currentRoom.announceToTarget(msg.target, 'attackSucceed', msg);
socket.playerData.currentRoom.announceToTarget(msg.attackerId, 'attackSucceed', msg);
let wrongCountIndex = socket.playerData.playingData.lastAttacks.findIndex(function(element)
{
return (element.word === msg.word) && (element.attackerId === msg.target);
return (element.word === msg.word) && (element.attackerId === msg.victimId);
});
if (wrongCountIndex !== -1) socket.playerData.playingData.lastAttacks[wrongCountIndex].wrongCount++;
});
......
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