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Tear of Sejong
sejong25
Commits
95b3b93e
Commit
95b3b93e
authored
Jul 17, 2019
by
18신대성
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Plain Diff
서버의 많은 부분을 뜯어고침
게임룸 클래스화
parent
61daf001
Changes
6
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6 changed files
with
255 additions
and
185 deletions
+255
-185
GameServer.js
GameServer.js
+214
-148
Client.js
js/Client.js
+13
-3
ScenesData.js
js/ScenesData.js
+3
-8
WordSpace.js
js/WordSpace.js
+4
-3
main.js
js/main.js
+2
-2
server.js
server.js
+19
-21
No files found.
GameServer.js
View file @
95b3b93e
This diff is collapsed.
Click to expand it.
js/Client.js
View file @
95b3b93e
...
...
@@ -14,7 +14,7 @@ socket.on('alert', function(msg) // string errorcode
socket
.
on
(
'
setId
'
,
function
(
msg
)
// {str, num playerNum}
{
console
.
log
(
msg
.
str
);
PlayerData
.
id
Num
=
msg
.
num
;
PlayerData
.
id
=
msg
.
num
;
});
socket
.
on
(
'
enterRoom
'
,
function
()
{
...
...
@@ -26,15 +26,24 @@ socket.on('setCount', function(msg)
{
ScenesData
.
roomScene
.
isCounting
=
msg
.
isEnable
;
ScenesData
.
roomScene
.
endTime
=
msg
.
endTime
;
ScenesData
.
roomScene
.
peopleCount
=
msg
.
playerCount
;
});
// init game
socket
.
on
(
'
syncRoomData
'
,
function
(
msg
)
// {num roomNum, [] players}
{
console
.
log
(
msg
);
RoomData
.
room
Num
=
msg
.
roomNum
;
//
console.log(msg);
RoomData
.
room
Id
=
msg
.
roomId
;
RoomData
.
players
=
msg
.
players
;
RoomData
.
aliveCount
=
msg
.
players
.
length
;
RoomData
.
players
.
forEach
(
function
(
element
)
{
if
(
element
.
id
===
PlayerData
.
id
)
{
RoomData
.
myself
=
element
;
return
;
}
});
});
socket
.
on
(
'
startGame
'
,
function
()
{
...
...
@@ -55,6 +64,7 @@ socket.on('setPlayerTypingRate', function(msg) // number playerTypingRate
});
socket
.
on
(
'
attacked
'
,
function
(
msg
)
// object attackData
{
//console.log('attacked by ' + msg.attacker.nickname);
setTimeout
(
function
()
{
WordSpace
.
generateWord
.
Attack
(
ScenesData
.
gameScene
,
msg
.
text
,
msg
.
grade
,
msg
.
attacker
,
msg
.
isStrong
);
...
...
js/ScenesData.js
View file @
95b3b93e
...
...
@@ -61,6 +61,7 @@ var roomScene = new Phaser.Class(
this
.
countText
.
setText
(((
this
.
endTime
-
Date
.
now
())
/
1000
).
toFixed
(
1
));
if
(
this
.
endTime
-
Date
.
now
()
<
0
)
{
//console.log('end Count');
socket
.
emit
(
'
endCount
'
);
this
.
isCounting
=
false
;
}
...
...
@@ -119,14 +120,8 @@ var gameScene = new Phaser.Class(
WordSpace
.
nameWordTextForTest
=
ScenesData
.
gameScene
.
add
.
text
(
50
,
400
,
'
현재 가진 호패들 : 없음
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
nameQueue
.
initiate
();
RoomData
.
players
.
forEach
(
function
(
element
)
{
if
(
element
.
nickname
==
PlayerData
.
nickname
)
{
RoomData
.
myself
=
element
;
return
;
}
});
// for test
WordSpace
.
attackGauge
.
add
(
11
);
},
...
...
js/WordSpace.js
View file @
95b3b93e
...
...
@@ -394,7 +394,7 @@ WordSpace.findWord = function(wordText)
console
.
log
(
'
Attack word :
'
+
element
.
wordText
+
'
of
'
+
element
.
attacker
.
nickname
+
'
오타임
'
);
let
victimData
=
{
roomNum
:
RoomData
.
room
Num
,
roomNum
:
RoomData
.
room
Id
,
victim
:
RoomData
.
myself
,
target
:
element
.
attacker
.
id
}
...
...
@@ -431,9 +431,10 @@ WordSpace.attack = function(wordText, grade)
console
.
log
(
'
attack
'
+
wordText
+
'
, grade:
'
+
grade
);
WordSpace
.
nameGroup
.
forEach
(
function
(
element
)
{
//console.log(RoomData.myself);
let
attackData
=
{
roomNum
:
RoomData
.
room
Num
,
roomNum
:
RoomData
.
room
Id
,
attacker
:
RoomData
.
myself
,
target
:
element
.
ownerId
,
text
:
wordText
,
...
...
@@ -474,7 +475,7 @@ WordSpace.nameQueue =
}
tempQueue
.
forEach
(
function
(
element
)
{
if
(
element
.
id
!=
PlayerData
.
id
Num
&&
element
.
isAlive
)
if
(
element
.
id
!=
PlayerData
.
id
&&
element
.
isAlive
)
WordSpace
.
nameQueue
.
queue
.
push
(
element
);
});
},
...
...
js/main.js
View file @
95b3b93e
...
...
@@ -23,13 +23,13 @@ var game = new Phaser.Game(config)
//테스트용이므로 차후 수정 요망
var
PlayerData
=
PlayerData
||
{};
PlayerData
.
id
Num
=
-
1
;
//플레이어 아이디, 고유 번호
PlayerData
.
id
=
-
1
;
//플레이어 아이디, 고유 번호
PlayerData
.
nickname
=
'
홍길동
'
;
//플레이어 닉네임
// 현재 들어가있는 Game Room의 정보
var
RoomData
=
RoomData
||
{};
RoomData
.
room
Num
=
-
1
;
RoomData
.
room
Id
=
-
1
;
RoomData
.
myself
=
null
;
RoomData
.
players
=
null
;
RoomData
.
aliveCount
=
-
1
;
\ No newline at end of file
server.js
View file @
95b3b93e
...
...
@@ -25,12 +25,11 @@ io.on('connection', function(socket)
{
id
:
GameServer
.
getPlayerNumber
(),
nickname
:
'
게스트
'
,
socketId
:
socket
,
currentRoom
:
null
,
playingData
:
null
,
isReceivable
:
false
};
GameServer
.
currentPlayer
.
push
(
socket
.
playerData
);
GameServer
.
currentPlayer
.
push
(
socket
);
console
.
log
(
'
[
'
+
socket
.
playerData
.
id
+
'
] client request
'
);
socket
.
emit
(
'
setId
'
,
{
...
...
@@ -44,14 +43,14 @@ io.on('connection', function(socket)
let
isAlreadyHave
=
false
;
GameServer
.
currentPlayer
.
forEach
(
function
(
element
)
{
if
(
element
.
nickname
===
msg
)
isAlreadyHave
=
true
;
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
.
playerData
);
GameServer
.
enterEmptyRoom
(
socket
);
}
});
...
...
@@ -76,15 +75,15 @@ io.on('connection', function(socket)
socket
.
playerData
.
currentRoom
.
aliveCount
--
;
if
(
socket
.
playerData
.
currentRoom
.
aliveCount
===
0
)
{
GameServer
.
startRoom
(
GameServer
.
findRoomIndex
(
socket
.
playerData
.
currentRoom
.
roomNum
)
);
socket
.
playerData
.
currentRoom
.
startRoom
(
);
}
});
socket
.
on
(
'
attack
'
,
function
(
msg
)
{
GameServer
.
announceToTarget
(
GameServer
.
findRoomIndex
(
msg
.
roomNum
),
msg
.
target
,
'
attacked
'
,
msg
);
//console.log('
find ' + msg.target + ' by ' + msg.attacker.idNum
+ ' with ' + msg.text);
let
target
=
GameServer
.
findPlayer
(
msg
.
target
);
socket
.
playerData
.
currentRoom
.
announceToTarget
(
msg
.
target
,
'
attacked
'
,
msg
);
//console.log('
attack ' + msg.target + ' by ' + msg.attacker.id
+ ' with ' + msg.text);
let
target
=
GameServer
.
findPlayer
Socket
(
msg
.
target
);
if
(
target
!=
null
)
{
let
dataToPush
=
...
...
@@ -96,23 +95,23 @@ io.on('connection', function(socket)
time
:
Date
.
now
()
}
if
(
target
.
play
ingData
.
lastAttacks
.
length
<
5
)
target
.
playingData
.
lastAttacks
.
push
(
dataToPush
);
if
(
target
.
play
erData
.
playingData
.
lastAttacks
.
length
<
5
)
target
.
playerData
.
playingData
.
lastAttacks
.
push
(
dataToPush
);
else
{
target
.
playingData
.
lastAttacks
.
splice
(
0
,
1
);
target
.
playingData
.
lastAttacks
.
push
(
dataToPush
);
target
.
play
erData
.
play
ingData
.
lastAttacks
.
splice
(
0
,
1
);
target
.
play
erData
.
play
ingData
.
lastAttacks
.
push
(
dataToPush
);
}
}
});
socket
.
on
(
'
defeated
'
,
function
()
{
GameServer
.
playerDefeat
(
socket
.
playerData
);
socket
.
playerData
.
playingData
.
defeat
(
);
});
socket
.
on
(
'
defenseFailed
'
,
function
(
msg
)
{
GameServer
.
announceToTarget
(
GameServer
.
findRoomIndex
(
msg
.
roomNum
),
msg
.
target
,
'
attackSucceed
'
,
msg
);
socket
.
playerData
.
currentRoom
.
announceToTarget
(
msg
.
target
,
'
attackSucceed
'
,
msg
);
});
socket
.
on
(
'
disconnect
'
,
function
(
reason
)
...
...
@@ -128,31 +127,30 @@ io.on('connection', function(socket)
console
.
log
(
'
[
'
+
data
.
id
+
'
] client disconnected, reason:
'
+
reason
);
let
idxToDel
=
GameServer
.
currentPlayer
.
findIndex
(
function
(
element
)
{
return
element
.
id
===
data
.
id
;
return
element
.
playerData
.
id
===
data
.
id
;
});
if
(
idxToDel
!=
-
1
)
{
GameServer
.
currentPlayer
.
splice
(
idxToDel
,
1
);
// 룸에서도 제거
if
(
data
.
currentRoom
!=
null
)
{
if
(
data
.
currentRoom
.
currentPhase
===
GameServer
.
Phase
.
READY
||
data
.
currentRoom
.
currentPhase
===
GameServer
.
Phase
.
COUNT
)
{
data
.
currentRoom
.
currentPlayer
[
data
.
playingData
.
index
]
=
null
;
data
.
currentRoom
.
currentSocket
[
data
.
playingData
.
index
]
=
null
;
data
.
currentRoom
.
aliveCount
--
;
data
.
currentRoom
.
exitRoom
(
data
.
id
);
if
(
data
.
currentRoom
.
aliveCount
<
GameServer
.
startCount
)
{
GameServer
.
announceToRoom
(
GameServer
.
findRoomIndex
(
data
.
currentRoom
.
roomNum
),
'
setCount
'
,
{
isEnable
:
false
,
endTime
:
0
});
data
.
currentRoom
.
announceToRoom
(
'
setCount
'
,
{
isEnable
:
false
,
endTime
:
0
,
playerCount
:
data
.
currentRoom
.
currentPlayer
.
length
});
data
.
currentRoom
.
currentPhase
=
GameServer
.
Phase
.
READY
;
}
else
data
.
currentRoom
.
announceToRoom
(
'
setCount
'
,
{
isEnable
:
true
,
endTime
:
data
.
currentRoom
.
endTime
,
playerCount
:
data
.
currentRoom
.
currentPlayer
.
length
});
}
else
if
(
data
.
playingData
.
isAlive
)
{
GameServer
.
playerDefeat
(
socket
.
playerData
);
GameServer
.
announceToRoom
(
GameServer
.
findRoomIndex
(
data
.
currentRoom
.
roomNum
),
'
userDisconnect
'
,
data
.
playingData
);
data
.
playingData
.
defeat
(
);
data
.
currentRoom
.
announceToRoom
(
'
userDisconnect
'
,
data
.
playingData
);
}
}
GameServer
.
currentPlayer
.
splice
(
idxToDel
,
1
);
}
console
.
log
(
'
[
'
+
data
.
id
+
'
] disconnect complete
'
);
}
...
...
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