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November 17, 2021 18:04
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import { Room, Client } from "colyseus"; | |
import { Schema, type, MapSchema } from "@colyseus/schema"; | |
export class Player extends Schema { | |
@type("number") score = 0; | |
} | |
export class State extends Schema { | |
@type("string") currentTurn: string; | |
@type({ map: Player }) | |
players = new MapSchema<Player>(); | |
@type("string") winner: string; | |
@type("boolean") draw: boolean; | |
@type("boolean") shotArrow: boolean; | |
} | |
export class MyRoom extends Room<State> { | |
maxClients = 2; | |
// When room is initialized | |
onCreate(options: any) { | |
console.log(`${JSON.stringify(options)} created`); | |
this.setState(new State()); | |
this.onMessage("action", (client, data) => { | |
console.log("action received from", client.sessionId, ":", data); | |
if (data.data == "arrowShot") | |
this.arrowShotAction(client.sessionId, data); | |
}); | |
this.onMessage("score", (client, data) => { | |
console.log("score received from", client.sessionId, ":", data); | |
this.updateScoreAction(client.sessionId, data); | |
}); | |
} | |
// When client successfully join the room | |
onJoin(client: Client, options: any, auth: any) { | |
console.log(`${client.sessionId} Joined`); | |
this.state.players.set(client.sessionId, new Player()); | |
if (this.state.players.size === 2) { | |
this.state.currentTurn = client.sessionId; | |
// lock this room for new users | |
this.lock(); | |
} | |
} | |
arrowShotAction(sessionId: string, data: any) { | |
if (this.state.winner || this.state.draw) { | |
return false; | |
} | |
// since arrow is fired | |
if (this.state.shotArrow) return; | |
if (sessionId === this.state.currentTurn) { | |
this.state.shotArrow = true; | |
this.clock.setTimeout(() => { | |
this.state.shotArrow = false; | |
//change turn | |
this.changePlayerTurnAction(sessionId, data); | |
}, 3000); | |
} | |
} | |
changePlayerTurnAction(sessionId: string, data: any) { | |
console.log(data); | |
if (this.state.winner || this.state.draw) { | |
return false; | |
} | |
if (sessionId === this.state.currentTurn) { | |
const playerIds = Array.from(this.state.players.keys()); | |
const otherPlayerSessionId = | |
sessionId === playerIds[0] ? playerIds[1] : playerIds[0]; | |
this.state.currentTurn = otherPlayerSessionId; | |
} | |
} | |
updateScoreAction(sessionId: string, data: any) { | |
if (this.state.winner || this.state.draw) { | |
return false; | |
} | |
if (sessionId === this.state.currentTurn) { | |
this.state.players.get(sessionId).score += data.score; | |
} | |
const playerIds = Array.from(this.state.players.keys()); | |
console.log( | |
`Score of ${playerIds[0]}: ${JSON.stringify( | |
this.state.players.get(playerIds[0]) | |
)}` | |
); | |
console.log( | |
`Score of ${playerIds[1]}: ${JSON.stringify( | |
this.state.players.get(playerIds[1]) | |
)}` | |
); | |
} | |
// When a client leaves the room | |
onLeave(client: Client, consented: boolean) { | |
console.log(`${client.sessionId} Leaving`); | |
this.state.players.delete(client.sessionId); | |
} | |
// Cleanup callback, called after there are no more clients in the room. (see `autoDispose`) | |
onDispose() {} | |
} |
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