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Tear of Sejong
sejong25
Commits
7f8ade81
Commit
7f8ade81
authored
Aug 15, 2019
by
18손재민
Browse files
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Plain Diff
Merge branch 'gameScene'
parents
9c3f21f8
6e58f527
Changes
9
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Inline
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Showing
9 changed files
with
369 additions
and
145 deletions
+369
-145
GameServer.js
GameServer.js
+79
-31
Client.js
js/Client.js
+103
-8
FirebaseClient.js
js/FirebaseClient.js
+24
-3
GameCycle.js
js/GameCycle.js
+1
-30
ScenesData.js
js/ScenesData.js
+40
-36
WordObject.js
js/WordObject.js
+2
-0
WordSpace.js
js/WordSpace.js
+64
-4
main.js
js/main.js
+1
-1
server.js
server.js
+55
-32
No files found.
GameServer.js
View file @
7f8ade81
...
...
@@ -35,7 +35,9 @@ GameServer.enterEmptyRoom = function(playerSocket)
let
emptyRoomIndex
=
-
1
;
for
(
let
i
=
0
;
i
<
this
.
playingRoom
.
length
;
i
++
)
{
if
((
this
.
playingRoom
[
i
].
currentPhase
===
this
.
Phase
.
READY
||
this
.
playingRoom
[
i
].
currentPhase
===
this
.
Phase
.
COUNT
)
&&
this
.
playingRoom
[
i
].
maxPlayer
>
this
.
playingRoom
[
i
].
currentPlayer
.
length
)
if
((
this
.
playingRoom
[
i
].
currentPhase
===
this
.
Phase
.
READY
||
this
.
playingRoom
[
i
].
currentPhase
===
this
.
Phase
.
COUNT
)
&&
this
.
playingRoom
[
i
].
maxPlayer
>
this
.
playingRoom
[
i
].
currentPlayer
.
length
&&
this
.
playingRoom
[
i
].
checkHopae
(
playerSocket
.
playerData
.
nickname
))
{
emptyRoomIndex
=
i
;
break
;
...
...
@@ -80,7 +82,7 @@ class GameRoom
{
this
.
roomId
=
GameServer
.
getRoomNumber
();
this
.
roomIndex
=
-
1
;
this
.
startCount
=
5
;
this
.
startCount
=
2
;
this
.
maxPlayer
=
100
;
this
.
nextRank
=
100
;
...
...
@@ -116,6 +118,11 @@ class GameRoom
console
.
log
(
'
[LOG] new room #
'
+
this
.
roomId
+
'
made, roomCount:
'
+
GameServer
.
playingRoom
.
length
);
}
checkHopae
(
newHopae
)
{
return
!
this
.
currentPlayer
.
includes
((
element
)
=>
element
.
nickname
===
newHopae
);
}
enterRoom
(
playerSocket
)
{
let
playerInst
=
new
Player
(
this
,
playerSocket
.
playerData
);
...
...
@@ -136,7 +143,7 @@ class GameRoom
{
if
(
this
.
currentPhase
===
GameServer
.
Phase
.
READY
)
{
this
.
endTime
=
Date
.
now
()
+
1
000
;
// 테스트용 10초
this
.
endTime
=
Date
.
now
()
+
5
000
;
// 테스트용 10초
this
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
true
,
endTime
:
this
.
endTime
,
playerCount
:
this
.
currentPlayer
.
length
,
...
...
@@ -172,17 +179,50 @@ class GameRoom
{
for
(
let
j
=
i
+
1
;
j
<
this
.
currentPlayer
.
length
;
j
++
)
{
this
.
currentPlayer
[
i
].
index
--
;
this
.
currentPlayer
[
j
].
index
--
;
}
this
.
aliveCount
--
;
if
(
this
.
aliveCount
<
this
.
startCount
)
{
this
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
false
,
endTime
:
0
,
playerCount
:
this
.
currentPlayer
.
length
,
isEnter
:
false
,
player
:
this
.
currentPlayer
[
i
]
});
this
.
currentPhase
=
GameServer
.
Phase
.
READY
;
this
.
refreshRoom
();
}
else
this
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
true
,
endTime
:
this
.
endTime
,
playerCount
:
this
.
currentPlayer
.
length
,
isEnter
:
false
,
player
:
this
.
currentPlayer
[
i
]
});
this
.
currentPlayer
.
splice
(
i
,
1
);
this
.
currentSocket
.
splice
(
i
,
1
);
this
.
aliveCount
--
;
return
;
}
}
console
.
log
(
'
[ERR] No player who have
'
+
playerId
);
return
;
}
refreshRoom
()
{
this
.
currentPhase
=
GameServer
.
Phase
.
READY
;
this
.
aliveCount
=
this
.
currentPlayer
.
length
;
if
(
this
.
startTimer
!=
undefined
)
{
clearTimeout
(
this
.
startTimer
);
this
.
startTimer
=
undefined
;
}
this
.
announceToRoom
(
'
enterRoom
'
);
this
.
announceToRoom
(
'
syncRoomScene
'
,
this
.
currentPlayer
);
this
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
false
,
endTime
:
0
,
playerCount
:
this
.
currentPlayer
.
length
,
isEnter
:
false
,
player
:
{
id
:
-
1
}
});
console
.
error
(
'
[ROOM#
'
+
this
.
roomId
+
'
] room Refreshed
'
);
}
startRoom
()
{
...
...
@@ -204,6 +244,7 @@ class GameRoom
this
.
announceToRoom
(
'
syncRoomData
'
,
toSync
);
console
.
log
(
'
[ROOM#
'
+
this
.
roomId
+
'
] Game Start with
'
+
this
.
currentPlayer
.
length
+
'
players
'
);
console
.
table
(
this
.
currentPlayer
);
this
.
announceToRoom
(
'
startGame
'
);
this
.
startTime
=
Date
.
now
();
}
...
...
@@ -269,7 +310,7 @@ class GameRoom
{
this
.
currentSocket
.
forEach
(
function
(
element
)
{
element
.
emit
(
_message
,
_data
);
if
(
element
.
playerData
.
playingData
.
isInThisRoom
)
element
.
emit
(
_message
,
_data
);
});
}
...
...
@@ -280,7 +321,7 @@ class GameRoom
return
element
.
playerData
.
id
===
targetId
;
});
//console.log('send to ' + targetSocketIndex + ', receivable? ' + this.currentSocket[targetSocketIndex].playerData.isReceivable);
if
(
this
.
currentSocket
[
targetSocketIndex
].
playerData
.
isReceivable
)
this
.
currentSocket
[
targetSocketIndex
].
emit
(
_message
,
_data
);
if
(
t
argetSocketIndex
!=
-
1
&&
t
his
.
currentSocket
[
targetSocketIndex
].
playerData
.
isReceivable
)
this
.
currentSocket
[
targetSocketIndex
].
emit
(
_message
,
_data
);
}
}
...
...
@@ -294,8 +335,12 @@ class Player
this
.
nickname
=
playerData
.
nickname
;
this
.
playerImage
=
null
;
this
.
position
=
null
;
this
.
killCount
=
0
;
this
.
earnedStrongHopae
=
0
;
this
.
attackSucceed
=
0
;
this
.
isAlive
=
true
;
this
.
isAlive
=
false
;
this
.
isInThisRoom
=
true
;
this
.
rank
=
-
1
;
this
.
playerTyping
=
0
;
...
...
@@ -314,37 +359,40 @@ class Player
socket
.
playerData
.
isReceivable
=
false
;
room
.
aliveCount
--
;
room
.
checkPhase
(
Date
.
now
());
if
(
this
.
lastAttacks
.
length
>
0
)
if
(
room
.
aliveCount
>
0
)
{
this
.
lastAttack
=
this
.
lastAttacks
[
this
.
lastAttacks
.
length
-
1
]
;
if
(
Date
.
now
()
-
this
.
lastAttack
.
time
>
20000
)
this
.
lastAttack
=
null
;
else
room
.
checkPhase
(
Date
.
now
())
;
if
(
this
.
lastAttacks
.
length
>
0
)
{
this
.
lastAttacks
.
forEach
(
function
(
element
)
this
.
lastAttack
=
this
.
lastAttacks
[
this
.
lastAttacks
.
length
-
1
];
if
(
Date
.
now
()
-
this
.
lastAttack
.
time
>
20000
)
this
.
lastAttack
=
null
;
else
{
if
(
Date
.
now
()
-
element
.
time
<
20000
)
this
.
lastAttacks
.
forEach
(
function
(
element
)
{
if
(
element
.
wrongCount
>
player
.
lastAttack
.
wrongCount
)
player
.
lastAttack
=
element
;
else
if
(
element
.
wrongCount
===
player
.
lastAttack
.
wrongCount
&&
element
.
wordGrade
>
player
.
lastAttack
.
wordGrade
)
player
.
lastAttack
=
element
;
}
});
if
(
Date
.
now
()
-
element
.
time
<
20000
)
{
if
(
element
.
wrongCount
>
player
.
lastAttack
.
wrongCount
)
player
.
lastAttack
=
element
;
else
if
(
element
.
wrongCount
===
player
.
lastAttack
.
wrongCount
&&
element
.
wordGrade
>
player
.
lastAttack
.
wordGrade
)
player
.
lastAttack
=
element
;
}
});
}
}
}
room
.
announceToRoom
(
'
defeat
'
,
this
);
console
.
log
(
'
[
'
+
this
.
id
+
'
] defeated, rank:
'
+
this
.
rank
+
'
,
'
+
room
.
aliveCount
+
'
player left
'
);
room
.
announceToRoom
(
'
defeat
'
,
this
);
console
.
log
(
'
[
'
+
this
.
id
+
'
] defeated, rank:
'
+
this
.
rank
+
'
,
'
+
room
.
aliveCount
+
'
player left
'
);
if
(
socket
.
playerData
.
currentRoom
.
aliveCount
===
1
)
{
let
winner
=
room
.
currentPlayer
.
find
(
function
(
element
)
if
(
socket
.
playerData
.
currentRoom
.
aliveCount
===
1
)
{
return
element
.
isAlive
;
});
room
.
announceToRoom
(
'
gameEnd
'
,
winner
);
room
.
announceToTarget
(
winner
.
id
,
'
alert
'
,
'
gameWin
'
);
console
.
log
(
'
[
'
+
winner
.
id
+
'
]
'
+
'
winner!
'
+
winner
.
nickname
);
let
winner
=
room
.
currentPlayer
.
find
(
function
(
element
)
{
return
element
.
isAlive
;
});
room
.
announceToRoom
(
'
gameEnd
'
,
winner
);
room
.
announceToTarget
(
winner
.
id
,
'
alert
'
,
'
gameWin
'
);
console
.
log
(
'
[
'
+
winner
.
id
+
'
]
'
+
'
winner!
'
+
winner
.
nickname
);
}
}
}
}
...
...
js/Client.js
View file @
7f8ade81
...
...
@@ -41,6 +41,11 @@ socket.on('enterRoom', function()
fbClient
.
updateUserData
(
'
recentHopae
'
,
PlayerData
.
currentHopae
);
Audio
.
killSound
(
ScenesData
.
menuScene
,
'
login
'
);
ScenesData
.
changeScene
(
'
roomScene
'
);
if
(
ScenesData
.
endCountTimer
!=
undefined
)
{
clearTimeout
(
ScenesData
.
endCountTimer
);
ScenesData
.
endCountTimer
=
undefined
;
}
});
socket
.
on
(
'
syncRoomScene
'
,
function
(
msg
)
{
...
...
@@ -162,7 +167,6 @@ socket.on('someoneAttacked', function(msg) // {Id attackerId, Id victimId}
});
socket
.
on
(
'
attacked
'
,
function
(
msg
)
// object attackData
{
//console.log('attacked by ' + msg.attacker.nickname);
let
attackedEvent
=
new
Cycle
(
function
()
{
if
(
!
WordSpace
.
isInvincible
)
...
...
@@ -190,8 +194,6 @@ socket.on('defeat', function(msg) // object player
RoomData
.
players
[
msg
.
index
].
nicknameText
=
nicknameText
;
RoomData
.
aliveCount
--
;
console
.
log
(
msg
.
id
);
console
.
log
(
RoomData
.
findPlayer
(
msg
.
id
));
RoomData
.
findPlayer
(
msg
.
id
).
playerImage
.
play
(
WordSpace
.
pyeongminAnims
[
Enums
.
characterAnim
.
gameOver
]);
if
(
msg
.
lastAttack
!=
null
)
{
...
...
@@ -212,8 +214,6 @@ socket.on('defeat', function(msg) // object player
repeat
:
0
,
// -1: infinity
yoyo
:
false
,
onComplete
:
function
()
{
setTimeout
(
function
()
{
ScenesData
.
gameScene
.
tweens
.
add
({
targets
:
itemBag
,
...
...
@@ -224,14 +224,13 @@ socket.on('defeat', function(msg) // object player
repeat
:
0
,
// -1: infinity
yoyo
:
false
});
},
1500
);
},
onCompleteScope
:
ScenesData
.
gameScene
});
setTimeout
(
function
()
{
itemBag
.
destroy
();
},
3000
);
RoomData
.
myself
.
killCount
++
;
}
}
else
...
...
@@ -239,11 +238,21 @@ socket.on('defeat', function(msg) // object player
console
.
log
(
RoomData
.
findPlayer
(
msg
.
id
).
nickname
+
'
defeated
'
);
WordSpace
.
killLogForTest
+=
(
'
\n
--Suicide->
'
+
RoomData
.
findPlayer
(
msg
.
id
).
nickname
);
}
if
(
msg
.
id
==
RoomData
.
myself
.
id
)
{
RoomData
.
myself
=
RoomData
.
players
[
msg
.
index
];
backToMenu
(
false
);
}
});
socket
.
on
(
'
gameEnd
'
,
function
(
msg
)
// object player
{
console
.
log
(
msg
.
nickname
+
'
Win!!!!!!
'
);
if
(
msg
.
id
==
RoomData
.
myself
.
id
)
{
backToMenu
(
true
);
}
});
socket
.
on
(
'
attackSucceed
'
,
function
(
msg
)
{
//console.log('client');
...
...
@@ -252,6 +261,7 @@ socket.on('attackSucceed', function(msg)
tempWord
.
physicsObj
.
setPosition
(
victimPos
.
x
,
victimPos
.
y
);
tempWord
.
wordObj
.
setPosition
(
tempWord
.
physicsObj
.
x
,
tempWord
.
physicsObj
.
y
);
tempWord
.
destroy
();
RoomData
.
myself
.
attackSucceed
+=
1
;
});
// out game
...
...
@@ -260,4 +270,89 @@ socket.on('userDisconnect', function(msg) // {num index , num id, str nickname}
//console.log(msg.index + ' / ' + msg.id + ' / ' + msg.nickname + ' disconnected');
RoomData
.
players
[
msg
.
index
]
=
msg
;
RoomData
.
aliveCount
--
;
});
\ No newline at end of file
});
var
backToMenu
=
function
(
isWin
)
{
let
earnedMoney
=
0
;
if
(
isWin
)
earnedMoney
+=
20
;
earnedMoney
+=
RoomData
.
myself
.
killCount
*
3
;
earnedMoney
+=
parseInt
(
WordSpace
.
playerTypingRate
/
10
);
earnedMoney
+=
Math
.
max
(
20
,
Math
.
pow
(
RoomData
.
myself
.
attackSucceed
,
2
));
earnedMoney
+=
parseInt
(
20
*
(
1
-
(
RoomData
.
myself
.
rank
-
1
)
/
(
RoomData
.
players
.
length
-
1
)));
var
temp
=
function
(){
socket
.
emit
(
'
exitFromRoom
'
,
RoomData
.
myself
.
id
);
fbClient
.
updateUserData
(
'
killCount
'
,
RoomData
.
myself
.
killCount
);
fbClient
.
updateUserData
(
'
money
'
,
earnedMoney
);
ScenesData
.
changeScene
(
'
menuScene
'
);
}
ScenesData
.
gameScene
.
backToMenuDialog
=
ScenesData
.
gameScene
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
background
:
ScenesData
.
gameScene
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
panel
'
).
setOrigin
(
0.5
,
0.5
),
content
:
ScenesData
.
gameScene
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
choices
:
[
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
-
100
,
game
.
config
.
height
/
2
-
100
,
0
,
'
playerStand
'
,
0.7
,
'
center
'
),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
120
,
game
.
config
.
height
/
2
-
150
,
0
,
'
button
'
,
1
,
'
center
'
,
'
등수 :
'
+
RoomData
.
myself
.
rank
+
'
등
'
,
30
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
120
,
game
.
config
.
height
/
2
-
50
,
0
,
'
button
'
,
1
,
'
center
'
,
'
킬 수 :
'
+
RoomData
.
myself
.
killCount
+
'
킬
'
,
30
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
120
,
game
.
config
.
height
/
2
+
50
,
0
,
'
button
'
,
1
,
'
center
'
,
'
획득 강호패 :
'
+
RoomData
.
myself
.
earnedStrongHopae
+
'
개
'
,
30
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
120
,
game
.
config
.
height
/
2
+
150
,
0
,
'
button
'
,
1
,
'
center
'
,
'
획득 골드 :
'
+
earnedMoney
+
'
원
'
,
30
).
layout
()
],
align
:
{
choices
:
'
center
'
// 'center'|'left'|'right'
}
}),
actions
:
[
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
-
120
,
game
.
config
.
height
/
2
+
300
,
10
,
'
button
'
,
1
,
'
center
'
,
'
나가기
'
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
120
,
game
.
config
.
height
/
2
+
300
,
10
,
'
button
'
,
1
,
'
center
'
,
'
관전하기
'
).
layout
()
],
space
:
{
action
:
10
,
left
:
20
,
right
:
20
,
top
:
20
,
bottom
:
20
,
},
align
:
{
actions
:
'
center
'
// 'center'|'left'|'right'
}
}).
setDepth
(
10
);
ScenesData
.
gameScene
.
backToMenuDialog
.
on
(
'
button.click
'
,
function
(
button
,
groupName
,
index
)
{
if
(
index
==
0
)
{
temp
();
}
else
{
ScenesData
.
gameScene
.
backToMenuDialog
.
setVisible
(
false
);
ScenesData
.
gameScene
.
backToMenuBtn
=
UIObject
.
createButton
(
ScenesData
.
gameScene
,
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
100
,
900
,
5
,
'
pyeongminThrow
'
,
0.5
,
'
center
'
),
1
,
0
,
2
,
function
()
{
temp
();
});
}
},
ScenesData
.
gameScene
)
.
on
(
'
button.over
'
,
function
(
button
,
groupName
,
index
)
{
//console.log('button over');
})
.
on
(
'
button.out
'
,
function
(
button
,
groupName
,
index
)
{
//console.log('button out');
});
}
\ No newline at end of file
js/FirebaseClient.js
View file @
7f8ade81
function
FirebaseClient
()
{
this
.
init
();
this
.
initEvent
();
this
.
initEvent
();
this
.
isGameStarted
=
false
;
}
FirebaseClient
.
prototype
.
init
=
function
()
...
...
@@ -69,6 +70,7 @@ FirebaseClient.prototype.setLogin = function()
.
then
(
function
()
{
game
=
new
Phaser
.
Game
(
config
);
fbClient
.
isGameStarted
=
true
;
});
document
.
getElementById
(
'
mainTitle
'
).
style
.
display
=
'
none
'
;
...
...
@@ -77,7 +79,10 @@ FirebaseClient.prototype.setLogin = function()
FirebaseClient
.
prototype
.
setLogOut
=
function
()
{
if
(
game
!=
null
)
game
.
destroy
(
true
);
this
.
isGameStarted
=
false
;
document
.
getElementById
(
'
mainTitle
'
).
style
.
display
=
'
block
'
;
document
.
getElementById
(
'
titleImg
'
).
style
.
display
=
'
block
'
;
}
FirebaseClient
.
prototype
.
onEmailBtnClick
=
function
()
...
...
@@ -225,6 +230,9 @@ FirebaseClient.prototype.updateUserData = function(key, valueChanged, replace =
if
(
beforeData
.
item
!=
null
)
beforeData
.
item
.
push
(
valueChanged
);
else
beforeData
.
item
=
[
valueChanged
];
break
;
case
'
killCount
'
:
beforeData
.
killCount
=
replace
?
(
valueChanged
)
:
(
beforeData
.
killCount
+
valueChanged
);
break
;
default
:
console
.
log
(
'
[ERROR] database has no key for
'
+
key
);
break
;
...
...
@@ -235,10 +243,22 @@ FirebaseClient.prototype.updateUserData = function(key, valueChanged, replace =
document
.
addEventListener
(
'
DOMContentLoaded
'
,
function
()
{
window
.
fbClient
=
new
FirebaseClient
();
window
.
fbClient
=
new
FirebaseClient
();
document
.
onkeydown
=
function
(
e
)
{
if
(
!
fbClient
.
isGameStarted
&&
e
.
keyCode
===
13
)
{
fbClient
.
onEmailBtnClick
();
}
}
console
.
log
(
'
done load
'
);
});
document
.
onkeydown
=
function
(
e
)
{
if
(
fbClient
.
isGameStarted
&&
e
.
keyCode
===
27
)
fbClient
.
logOut
();
}
class
UserData
{
constructor
()
...
...
@@ -254,5 +274,6 @@ class UserData
this
.
title
=
[];
this
.
money
=
0
;
this
.
item
=
[];
this
.
killCount
=
0
;
}
}
\ No newline at end of file
js/GameCycle.js
View file @
7f8ade81
...
...
@@ -38,33 +38,4 @@ class Cycle //앞으로 cycle은 이 클래스를 사용해서 구현할 것
if
(
this
.
currentCycle
!=
null
)
this
.
currentCycle
=
this
.
currentCycle
.
reset
(
option
);
else
this
.
currentCycle
=
scene
.
time
.
addEvent
(
option
);
}
}
//단어 생성 사이클
WordSpace
.
wordCycle
=
new
Cycle
(
function
()
{
WordSpace
.
genWordByProb
(
this
);
});
//게임 오버 사이클
WordSpace
.
gameOverCycle
=
new
Cycle
(
gameOver
);
//호패 생성 사이클
WordSpace
.
nameCycle
=
new
Cycle
(
function
()
{
WordSpace
.
generateWord
.
Name
(
ScenesData
.
gameScene
,
false
,
null
);
});
//이건 뭐지
WordSpace
.
varAdjustCycle
=
new
Cycle
(
function
()
{
//나중에는 메세지 분석해서 Phase랑 playerTypingRate 받겠지만 일단 이렇게 해둠
//WordSpace.GetPhase();
//WordSpace.GetPlayerTypingRate();
WordSpace
.
AdjustVarByPhase
(
WordSpace
.
playerTypingRate
,
WordSpace
.
CurrentPhase
);
});
// playerTypingRate 갱신용 사이클
WordSpace
.
playerTypingCycle
=
new
Cycle
(
function
()
{
socket
.
emit
(
'
setPlayerTyping
'
,
{
playerTyping
:
WordSpace
.
playerTyping
,
isWord
:
WordSpace
.
setPlayerTyping
.
writeWord
,
isAttackMode
:
Input
.
attackMode
}
);
WordSpace
.
setPlayerTyping
.
writeWord
=
false
;
});
// 공격받을때의 일회용 이벤트들
WordSpace
.
attackedEvents
=
[];
\ No newline at end of file
}
\ No newline at end of file
js/ScenesData.js
View file @
7f8ade81
...
...
@@ -344,16 +344,15 @@ var roomScene = new Phaser.Class(
{
this
.
peopleText
.
setText
(
this
.
peopleCount
+
'
/ 10
'
);
if
(
this
.
isCounting
)
if
(
this
.
isCounting
&&
!
this
.
isCountEnd
)
{
this
.
countText
.
setText
(((
this
.
endTime
-
Date
.
now
())
/
1000
).
toFixed
(
1
));
if
(
this
.
endTime
<
Date
.
now
())
if
(
this
.
endTime
!=
0
&&
this
.
endTime
<
Date
.
now
())
{
//console.log('end Count');
setTimeout
(()
=>
{
ScenesData
.
endCountTimer
=
setTimeout
(()
=>
{
socket
.
emit
(
'
endCount
'
);
},
(
Phaser
.
Math
.
Distance
.
Between
(
0
,
0
,
game
.
config
.
width
/
2
,
game
.
config
.
height
*
10
/
9
)
*
10
));
this
.
isCounting
=
false
;
},
(
Phaser
.
Math
.
Distance
.
Between
(
0
,
0
,
game
.
config
.
width
/
2
,
game
.
config
.
height
*
10
/
9
)
*
3
));
this
.
isCountEnd
=
true
;
this
.
players
.
forEach
(
function
(
element
){
element
.
follower
=
{
t
:
0
,
vec
:
new
Phaser
.
Math
.
Vector2
()
};
...
...
@@ -373,12 +372,21 @@ var roomScene = new Phaser.Class(
}
else
if
(
this
.
isCountEnd
)
{
this
.
players
.
forEach
(
function
(
element
){
element
.
path
.
getPoint
(
element
.
follower
.
t
,
element
.
follower
.
vec
);
element
.
sprite
.
setPosition
(
element
.
follower
.
vec
.
x
,
element
.
follower
.
vec
.
y
);
element
.
nickname
.
setPosition
(
element
.
sprite
.
x
-
game
.
config
.
width
/
128
,
element
.
sprite
.
y
-
game
.
config
.
height
/
12
);
});
this
.
countText
.
setText
(
'
잠시만 기다려주세요...
'
);
if
(
this
.
isCounting
)
{
this
.
players
.
forEach
(
function
(
element
){
element
.
path
.
getPoint
(
element
.
follower
.
t
,
element
.
follower
.
vec
);
element
.
sprite
.
setPosition
(
element
.
follower
.
vec
.
x
,
element
.
follower
.
vec
.
y
);
element
.
nickname
.
setPosition
(
element
.
sprite
.
x
-
game
.
config
.
width
/
128
,
element
.
sprite
.
y
-
game
.
config
.
height
/
12
);
});
this
.
countText
.
setText
(
'
잠시만 기다려주세요...
'
);
}
else
{
this
.
countText
.
setText
(
'
이동 도중 사람이 퇴실했습니다...
\n
잠시만 기다려주세요...
'
);
clearTimeout
(
ScenesData
.
endCountTimer
);
ScenesData
.
endCountTimer
=
undefined
;
}
}
else
{
...
...
@@ -411,6 +419,7 @@ var gameScene = new Phaser.Class(
url
:
'
https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/plugins/dist/rexbuttonplugin.min.js
'
,
sceneKey
:
'
button
'
});
WordSpace
.
resetGame
();
WordSpace
.
weightTextObjForTest
=
this
.
add
.
text
(
game
.
config
.
width
*
5
/
64
,
game
.
config
.
height
*
5
/
48
,
'
뇌의 무게: (현재) 0 /
'
+
this
.
brainCapacity
+
'
(전체)
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
killLogTextForTest
=
this
.
add
.
text
(
game
.
config
.
width
*
25
/
32
,
game
.
config
.
height
*
5
/
72
,
WordSpace
.
killLogForTest
).
setDepth
(
10
).
setColor
(
'
#000000
'
).
setAlign
(
'
right
'
);
},
...
...
@@ -437,38 +446,33 @@ var gameScene = new Phaser.Class(
WordSpace
.
startCycle
(
this
);
WordSpace
.
setPlayerTyping
.
initiate
(
this
);
WordSpace
.
nameWordTextForTest
=
this
.
add
.
text
(
50
,
400
,
'
현재 가진 호패들 : 없음
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
nameQueue
.
initiate
();
//WordSpace.attackGauge.add(11);
},
update
:
function
()
{
WordSpace
.
deltaTime
=
this
.
sys
.
game
.
loop
.
delta
;
WordSpace
.
wordForcedGroup
.
forEach
(
function
(
element
)
{
element
.
attract
();
});
WordSpace
.
nameGroup
.
forEach
(
function
(
element
)
{
element
.
attract
();
})
WordSpace
.
attackPaperGroup
.
forEach
(
function
(
element
){
element
.
moveObject
(
element
);
});
let
tempNames
=
''
;
WordSpace
.
nameGroup
.
forEach
(
function
(
element
)
if
(
ScenesData
.
currentScene
==
ScenesData
.
gameScene
&&
WordSpace
.
gameTimer
!=
null
)
{
//테스트용
tempNames
+=
element
.
wordText
+
(
element
.
isStrong
?
'
[강]
'
:
''
)
+
'
\n
'
;
});
WordSpace
.
nameWordTextForTest
.
setText
(
'
현재 가진 호패들 :
\n
'
+
tempNames
);
WordSpace
.
weightTextObjForTest
.
setText
(
'
뇌의 무게: (현재)
'
+
WordSpace
.
totalWeight
+
'
/
'
+
WordSpace
.
brainCapacity
+
'
(전체)
'
);
WordSpace
.
killLogTextForTest
.
setText
(
WordSpace
.
killLogForTest
);
WordSpace
.
setPlayerTyping
.
add
(
''
);
WordSpace
.
deltaTime
=
this
.
sys
.
game
.
loop
.
delta
;
WordSpace
.
wordForcedGroup
.
forEach
(
function
(
element
)
{
element
.
attract
();
});
WordSpace
.
nameGroup
.
forEach
(
function
(
element
)
{
element
.
attract
();
})
WordSpace
.
attackPaperGroup
.
forEach
(
function
(
element
){
element
.
moveObject
(
element
);
});
WordSpace
.
weightTextObjForTest
.
setText
(
'
뇌의 무게: (현재)
'
+
WordSpace
.
totalWeight
+
'
/
'
+
WordSpace
.
brainCapacity
+
'
(전체)
'
);
WordSpace
.
killLogTextForTest
.
setText
(
WordSpace
.
killLogForTest
);
WordSpace
.
setPlayerTyping
.
add
(
''
);
}
}
});
...
...
js/WordObject.js
View file @
7f8ade81
...
...
@@ -210,6 +210,7 @@ class AttackWord extends WordObject
attackerId
:
RoomData
.
myself
.
id
,
victimId
:
this
.
attacker
.
id
,
text
:
this
.
wordText
,
multiple
:
1
,
grade
:
Math
.
min
(
3
,
this
.
wordGrade
+
1
),
attackOption
:
{
isStrong
:
false
,
...
...
@@ -236,6 +237,7 @@ class NameWord extends WordObject
this
.
wordWeight
=
2
;
this
.
isStrong
=
_isStrong
;
this
.
isActive
=
true
;
if
(
_isStrong
)
RoomData
.
myself
.
earnedStrongHopae
++
;
//console.log('Name : ' + player.nickname + ', Strong : ' + this.isStrong + ', Weight : ' + this.wordWeight);
}
instantiate
(
scene
,
lenRate
)
...
...
js/WordSpace.js
View file @
7f8ade81
...
...
@@ -222,10 +222,6 @@ function gameOver()
socket
.
emit
(
'
defeated
'
);
console
.
log
(
'
defeat
'
);
ScenesData
.
gameScene
.
add
.
text
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
패배
'
,
{
fontSize
:
'
30pt
'
})
.
setPadding
(
5
,
5
,
5
,
5
).
setOrigin
(
0.5
,
0.5
).
setDepth
(
10
)
.
setColor
(
'
#000000
'
).
setBackgroundColor
(
'
#ffffff
'
);
//alert('defeat');
}
//게임 오버 판정을 위한 타이머
...
...
@@ -348,6 +344,11 @@ WordSpace.setPlayerTyping =
initiate
:
function
(
scene
)
{
this
.
text
=
scene
.
add
.
text
(
100
,
200
,
'
현재 타수 :
'
+
WordSpace
.
playerTyping
.
toFixed
(
1
)).
setDepth
(
10
).
setColor
(
'
#000000
'
);
},
reset
:
function
()
{
this
.
totalTyping
=
0
;
this
.
writeWord
=
false
;
}
}
...
...
@@ -487,3 +488,62 @@ WordSpace.nameQueue =
this
.
shuffle
();
}
}
WordSpace
.
resetGame
=
function
()
{
WordSpace
.
weightTextObjForTest
=
null
;
WordSpace
.
nameWordTextForTest
=
null
;
WordSpace
.
killLogTextForTest
=
null
;
WordSpace
.
killLogForTest
=
''
;
WordSpace
.
nextWordCode
=
0
;
WordSpace
.
totalWeight
=
0
;
//현재 단어 무게 총합
WordSpace
.
totalWordNum
=
0
;
WordSpace
.
brainCapacity
=
200
;
//수용 가능한 단어 무게 최대치
WordSpace
.
gameTimer
=
null
;
//현재 게임 플레이 시간 타이머
WordSpace
.
isTimerOn
=
false
;
WordSpace
.
isInvincible
=
false
;
WordSpace
.
pyeongminAnims
=
[];
WordSpace
.
wordGroup
=
[];
WordSpace
.
nameGroup
=
[];
WordSpace
.
attackPaperGroup
=
[];
WordSpace
.
wordForcedGroup
=
[];
WordSpace
.
wordPhysicsGroup
=
null
;
WordSpace
.
nameQueue
.
queue
=
[];
WordSpace
.
setPlayerTyping
.
reset
();
WordSpace
.
isTimerOn
=
false
;
WordSpace
.
attackGauge
.
resetValue
();
WordSpace
.
CurrentPhase
=
WordSpace
.
Phase
.
START
;
WordSpace
.
playerTyping
=
0
;
WordSpace
.
playerTypingRate
=
0
;
//단어 생성 사이클
WordSpace
.
wordCycle
=
new
Cycle
(
function
()
{
WordSpace
.
genWordByProb
(
this
);
});
//게임 오버 사이클
WordSpace
.
gameOverCycle
=
new
Cycle
(
gameOver
);
//호패 생성 사이클
WordSpace
.
nameCycle
=
new
Cycle
(
function
()
{
WordSpace
.
generateWord
.
Name
(
ScenesData
.
gameScene
,
false
,
null
);
});
//이건 뭐지
WordSpace
.
varAdjustCycle
=
new
Cycle
(
function
()
{
//나중에는 메세지 분석해서 Phase랑 playerTypingRate 받겠지만 일단 이렇게 해둠
//WordSpace.GetPhase();
//WordSpace.GetPlayerTypingRate();
WordSpace
.
AdjustVarByPhase
(
WordSpace
.
playerTypingRate
,
WordSpace
.
CurrentPhase
);
});
// playerTypingRate 갱신용 사이클
WordSpace
.
playerTypingCycle
=
new
Cycle
(
function
()
{
socket
.
emit
(
'
setPlayerTyping
'
,
{
playerTyping
:
WordSpace
.
playerTyping
,
isWord
:
WordSpace
.
setPlayerTyping
.
writeWord
,
isAttackMode
:
Input
.
attackMode
}
);
WordSpace
.
setPlayerTyping
.
writeWord
=
false
;
});
// 공격받을때의 일회용 이벤트들
WordSpace
.
attackedEvents
=
[];
}
\ No newline at end of file
js/main.js
View file @
7f8ade81
var
config
=
{
type
:
Phaser
.
AUTO
,
type
:
Phaser
.
CANVAS
,
width
:
1920
,
height
:
1080
,
scale
:
{
...
...
server.js
View file @
7f8ade81
...
...
@@ -16,7 +16,7 @@ app.get('/', function(req, res) {
server
.
listen
(
80
,
function
()
{
console
.
log
(
'
[SERVER] Listening on port
'
+
server
.
address
().
port
);
GameServer
.
serverNumber
=
Math
.
floor
(
Math
.
random
()
*
1000
+
1
);
console
.
log
(
'
[SERVER] server number is
${GameServer.serverNumber}
'
);
console
.
log
(
'
[SERVER] server number is
'
+
GameServer
.
serverNumber
);
});
...
...
@@ -48,20 +48,15 @@ io.on('connection', function(socket)
if
(
msg
.
length
<
1
)
socket
.
emit
(
'
alert
'
,
'
errNicknameEmpty
'
);
else
{
let
isAlreadyHave
=
false
;
GameServer
.
currentPlayer
.
forEach
(
function
(
element
)
{
if
(
element
.
playerData
.
nickname
===
msg
)
isAlreadyHave
=
true
;
});
if
(
isAlreadyHave
)
socket
.
emit
(
'
alert
'
,
'
errNicknameOverlaped
'
);
else
{
socket
.
playerData
.
nickname
=
msg
;
console
.
log
(
'
[
'
+
socket
.
playerData
.
id
+
'
] nickname set to
'
+
msg
);
GameServer
.
enterEmptyRoom
(
socket
);
}
socket
.
playerData
.
nickname
=
msg
;
console
.
log
(
'
[
'
+
socket
.
playerData
.
id
+
'
] nickname set to
'
+
msg
);
GameServer
.
enterEmptyRoom
(
socket
);
}
});
socket
.
on
(
'
exitFromRoom
'
,
function
(
msg
){
GameServer
.
findPlayerSocket
(
msg
).
playerData
.
playingData
.
isInThisRoom
=
false
;
});
socket
.
on
(
'
setPlayerTyping
'
,
function
(
msg
)
// number playerTyping
{
...
...
@@ -89,15 +84,51 @@ io.on('connection', function(socket)
socket
.
playerData
.
currentRoom
.
announceToRoom
(
'
attackMode
'
,
socket
.
playerData
.
id
);
}
}
catch
(
e
)
{
console
.
error
(
'
[ERR] error catched on setPlayerTyping
'
)}
catch
(
e
)
{
console
.
error
(
'
[ERR] error catched on setPlayerTyping
'
);
socket
.
disconnect
();
}
});
socket
.
on
(
'
endCount
'
,
function
()
{
socket
.
playerData
.
currentRoom
.
aliveCount
--
;
if
(
socket
.
playerData
.
currentRoom
.
aliveCount
===
0
)
//console.log('counted, ' + socket.playerData.currentRoom.aliveCount);
socket
.
playerData
.
playingData
.
isAlive
=
true
;
if
(
socket
.
playerData
.
currentRoom
.
aliveCount
===
0
&&
socket
.
playerData
.
currentRoom
.
currentPlayer
.
length
>=
socket
.
playerData
.
currentRoom
.
startCount
)
{
socket
.
playerData
.
currentRoom
.
startRoom
();
clearTimeout
(
socket
.
playerData
.
currentRoom
.
startTimer
);
}
if
(
socket
.
playerData
.
currentRoom
.
startTimer
===
undefined
)
{
const
room
=
socket
.
playerData
.
currentRoom
;
room
.
startTimer
=
setTimeout
(
function
()
{
let
deads
=
room
.
currentPlayer
.
filter
(
element
=>
!
element
.
isAlive
);
if
(
room
.
aliveCount
!=
0
)
{
console
.
error
(
'
[ROOM#
'
+
room
.
roomId
+
'
] FORCE START!!!
'
);
if
(
room
.
currentPlayer
.
length
-
deads
.
length
>=
room
.
startCount
)
{
room
.
startRoom
();
deads
.
forEach
(
function
(
element
)
{
element
.
defeat
();
});
}
clearTimeout
(
room
.
startTimer
);
}
else
{
deads
.
forEach
(
function
(
element
)
{
room
.
currentSocket
[
element
.
index
].
disconnect
();
room
.
exitRoom
(
element
.
id
);
});
room
.
refreshRoom
();
}
},
2000
);
}
});
...
...
@@ -148,18 +179,24 @@ io.on('connection', function(socket)
{
GameServer
.
disconnectCount
++
;
let
data
=
socket
.
playerData
;
if
(
typeof
data
===
undefined
)
if
(
data
===
undefined
)
{
console
.
error
(
'
[ERROR] data is undefined
'
);
console
.
table
(
GameServer
.
currentPlayer
);
GameServer
.
disconnectCount
--
;
}
else
// data.id is not undefined
{
disconnectUser
(
data
,
reason
);
}
const
connectDiff
=
GameServer
.
connectCount
-
GameServer
.
disconnectCount
;
const
playerCount
=
GameServer
.
currentPlayer
.
length
console
.
log
({
connectDiff
,
playerCount
});
const
playerCount
=
GameServer
.
currentPlayer
.
length
;
if
(
connectDiff
!=
playerCount
)
{
console
.
log
({
connectDiff
,
playerCount
});
console
.
table
(
GameServer
.
currentPlayer
);
}
socket
.
disconnect
();
});
});
...
...
@@ -178,20 +215,6 @@ var disconnectUser = function(data, reason)
if
(
data
.
currentRoom
.
currentPhase
===
GameServer
.
Phase
.
READY
||
data
.
currentRoom
.
currentPhase
===
GameServer
.
Phase
.
COUNT
)
{
data
.
currentRoom
.
exitRoom
(
data
.
id
);
if
(
data
.
currentRoom
.
aliveCount
<
data
.
currentRoom
.
startCount
)
{
data
.
currentRoom
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
false
,
endTime
:
0
,
playerCount
:
data
.
currentRoom
.
currentPlayer
.
length
,
isEnter
:
false
,
player
:
data
.
playingData
});
data
.
currentRoom
.
currentPhase
=
GameServer
.
Phase
.
READY
;
}
else
data
.
currentRoom
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
true
,
endTime
:
data
.
currentRoom
.
endTime
,
playerCount
:
data
.
currentRoom
.
currentPlayer
.
length
,
isEnter
:
false
,
player
:
data
.
playingData
});
}
else
if
(
data
.
playingData
.
isAlive
)
{
...
...
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