add different score modes

This commit is contained in:
Zutatensuppe 2021-04-27 21:43:53 +02:00
parent 90590d334e
commit abf6e6aa02
6 changed files with 101 additions and 30 deletions

View file

@ -3,6 +3,9 @@ import Protocol from './Protocol.js'
import Time from './Time.js'
import Util from './Util.js'
const SCORE_MODE_FINAL = 0
const SCORE_MODE_ANY = 1
// Map<gameId, GameObject>
const GAMES = {}
@ -10,13 +13,14 @@ function exists(gameId) {
return (!!GAMES[gameId]) || false
}
function __createGameObject(id, rng, puzzle, players, evtInfos) {
function __createGameObject(id, rng, puzzle, players, evtInfos, scoreMode) {
return {
id: id,
rng: rng,
puzzle: puzzle,
players: players,
evtInfos: evtInfos,
scoreMode: scoreMode,
}
}
@ -34,8 +38,8 @@ function __createPlayerObject(id, ts) {
}
}
function newGame({id, rng, puzzle, players, evtInfos}) {
const game = __createGameObject(id, rng, puzzle, players, evtInfos)
function newGame({id, rng, puzzle, players, evtInfos, scoreMode}) {
const game = __createGameObject(id, rng, puzzle, players, evtInfos, scoreMode)
setGame(id, game)
return game
}
@ -158,6 +162,10 @@ function setImageUrl(gameId, imageUrl) {
GAMES[gameId].puzzle.info.imageUrl = imageUrl
}
function getScoreMode(gameId) {
return GAMES[gameId].scoreMode || SCORE_MODE_FINAL
}
function isFinished(gameId) {
return getFinishedTileCount(gameId) === getTileCount(gameId)
}
@ -654,8 +662,23 @@ function handleInput(gameId, playerId, input, ts) {
// Snap the tile to the final destination
moveTilesDiff(gameId, tileIdxs, diff)
finishTiles(gameId, tileIdxs)
changePlayer(gameId, playerId, { points: getPlayerPoints(gameId, playerId) + tileIdxs.length })
_tileChanges(tileIdxs)
if (getScoreMode(gameId) === SCORE_MODE_FINAL) {
changePlayer(gameId, playerId, {
points: getPlayerPoints(gameId, playerId) + tileIdxs.length,
})
_playerChange()
} else if (getScoreMode(gameId) === SCORE_MODE_ANY) {
changePlayer(gameId, playerId, {
points: getPlayerPoints(gameId, playerId) + 1,
})
_playerChange()
} else {
// no score mode... should never occur, because there is a
// fallback to SCORE_MODE_FINAL in getScoreMode function
}
// check if the puzzle is finished
if (getFinishedTileCount(gameId) === getTileCount(gameId)) {
changeData(gameId, { finished: ts })
@ -685,6 +708,12 @@ function handleInput(gameId, playerId, input, ts) {
const zIndex = getMaxZIndexByTileIdxs(gameId, tileIdxs)
setTilesZIndex(gameId, tileIdxs, zIndex)
_tileChanges(tileIdxs)
if (getScoreMode(gameId) === SCORE_MODE_ANY) {
changePlayer(gameId, playerId, {
points: getPlayerPoints(gameId, playerId) + 1,
})
_playerChange()
}
return true
}
return false
@ -751,4 +780,6 @@ export default {
getStartTs,
getFinishTs,
handleInput,
SCORE_MODE_FINAL,
SCORE_MODE_ANY,
}

View file

@ -166,6 +166,7 @@ function encodeGame(data) {
data.puzzle,
data.players,
data.evtInfos,
data.scoreMode,
]
}
@ -182,6 +183,7 @@ function decodeGame(data) {
puzzle: data[3],
players: data[4],
evtInfos: data[5],
scoreMode: data[6],
}
}

View file

@ -1,3 +1,4 @@
import GameCommon from '../common/GameCommon.js';
import Time from '../common/Time.js'
const Upload = {
@ -105,12 +106,22 @@ export default {
</div>
<h1>New game</h1>
<div>
<label>Pieces: </label>
<input type="text" v-model="tiles" />
</div>
<div>
<label>Image: </label>
<table>
<tr>
<td><label>Pieces: </label></td>
<td><input type="text" v-model="tiles" /></td>
</tr>
<tr>
<td><label>Scoring: </label></td>
<td>
<label><input type="radio" v-model="scoreMode" value="1" /> Any (Score when pieces are connected to each other or on final location)</label>
<br />
<label><input type="radio" v-model="scoreMode" value="0" /> Final (Score when pieces are put to their final location)</label>
</td>
</tr>
<tr>
<td><label>Image: </label></td>
<td>
<span v-if="image">
<img :src="image.url" style="width: 150px;" />
or
@ -120,8 +131,14 @@ export default {
<upload @uploaded="mediaImgUploaded($event)" accept="image/*" label="Upload an image" />
(or select from below)
</span>
</div>
</td>
</tr>
<tr>
<td colspan="2">
<span class="btn" :class="" @click="onNewGameClick">Start new game</span>
</td>
</tr>
</table>
<h1>Image lib</h1>
<div>
@ -137,6 +154,7 @@ export default {
return {
tiles: 1000,
image: '',
scoreMode: GameCommon.SCORE_MODE_ANY,
}
},
methods: {
@ -157,7 +175,11 @@ export default {
'Accept': 'application/json',
'Content-Type': 'application/json'
},
body: JSON.stringify({tiles: this.tiles, image: this.image}),
body: JSON.stringify({
tiles: this.tiles,
image: this.image,
scoreMode: parseInt(this.scoreMode, 10),
}),
})
if (res.status === 200) {
const game = await res.json()

View file

@ -25,6 +25,10 @@ h1, h2, h3, h4 {
a { color: var(--link-color); text-decoration: none; }
a:hover { color: var(--link-hover-color); }
td, th {
vertical-align: top;
}
.scores {
position: absolute;
right: 0;

View file

@ -48,12 +48,13 @@ function loadGame(gameId) {
},
puzzle: game.puzzle,
players: game.players,
evtInfos: {}
evtInfos: {},
scoreMode: game.scoreMode || GameCommon.SCORE_MODE_FINAL,
})
}
const changedGames = {}
async function createGameObject(gameId, targetTiles, image, ts) {
async function createGameObject(gameId, targetTiles, image, ts, scoreMode) {
const seed = Util.hash(gameId + ' ' + ts)
const rng = new Rng(seed)
return GameCommon.__createGameObject(
@ -64,12 +65,13 @@ async function createGameObject(gameId, targetTiles, image, ts) {
},
await createPuzzle(rng, targetTiles, image, ts),
[],
{}
{},
scoreMode
)
}
async function createGame(gameId, targetTiles, image, ts) {
async function createGame(gameId, targetTiles, image, ts, scoreMode) {
GameLog.create(gameId)
GameLog.log(gameId, Protocol.LOG_HEADER, 1, targetTiles, image, ts)
GameLog.log(gameId, Protocol.LOG_HEADER, 1, targetTiles, image, ts, scoreMode)
const seed = Util.hash(gameId + ' ' + ts)
const rng = new Rng(seed)
@ -82,6 +84,7 @@ async function createGame(gameId, targetTiles, image, ts) {
puzzle: await createPuzzle(rng, targetTiles, image, ts),
players: [],
evtInfos: {},
scoreMode,
})
changedGames[gameId] = true
@ -130,6 +133,7 @@ function persistGame(gameId) {
},
puzzle: game.puzzle,
players: game.players,
scoreMode: game.scoreMode,
}))
log.info(`[INFO] persisted game ${game.id}`)
}

View file

@ -20,6 +20,7 @@ import {
GAME_DIR,
TEMPLATE_DIR,
} from './Dirs.js'
import GameCommon from '../common/GameCommon.js'
const log = logger('index.js')
@ -85,7 +86,13 @@ app.post('/newgame', bodyParser.json(), async (req, res) => {
const gameId = Util.uniqId()
if (!Game.exists(gameId)) {
const ts = Time.timestamp()
await Game.createGame(gameId, req.body.tiles, req.body.image, ts)
await Game.createGame(
gameId,
req.body.tiles,
req.body.image,
ts,
req.body.scoreMode
)
}
res.send({ url: `/g/${gameId}` })
})
@ -151,11 +158,12 @@ wss.on('message', async ({socket, data}) => {
throw `[gamelog ${gameId} does not exist... ]`
}
const log = GameLog.get(gameId)
let game = await Game.createGameObject(
const game = await Game.createGameObject(
gameId,
log[0][2],
log[0][3],
log[0][4]
log[0][4],
log[0][5] || GameCommon.SCORE_MODE_FINAL
)
notify(
[Protocol.EV_SERVER_INIT_REPLAY, Util.encodeGame(game), log],