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server.js
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var
path = require('path'),
express = require('express'),
app = express(),
http = require('http').Server(app),
io = require('socket.io')(http),
bunyan = require('bunyan'),
L = bunyan.createLogger({name: "chain-reaction", level: "debug"});
app.use(express.static(path.join(__dirname, 'assets')));
app.engine('.html', require('ejs').__express);
app.set('views', __dirname + '/views');
app.set('view engine', 'html');
app.get('/', function(req, res){
res.render('new');
});
http.listen(process.env.PORT || 3000, function(){
L.info('Server', 'Started on PORT', process.env.PORT || 3000);
});
/* code for game */
var _users = {};
var _games = {};
var _sockets = {};
var generateGameId = function(){
var gameId = Math.floor(1000 + Math.random() * 9000);
L.info('New Game #', gameId);
return gameId;
};
// when user connects to the game
io.on('connection', function(socket){
var __username = null;
var __game = null;
// adds a user
socket.on('/user/add', function(user) {
L.info('/user/add', user);
_users[user.id] = socket;
_sockets[socket.id] = user;
socket.emit('/status',{ message: 'Welcome ! '+ user.name});
L.info('/user/add', 'you are added');
socket.emit('/action', {action:'user-added'});
});
socket.on('/game/create', function(){
var userId = _sockets[socket.id].id;
var name = _sockets[socket.id].name;
var gameId = generateGameId();
var game = {
id: gameId,
owner: userId,
players: [userId],
playerNames: [name],
losers: [],
turns: 0,
started: false
};
_games[gameId] = game;
socket.join(gameId);
socket.emit('/status', {message: 'Game created, Passcode : ' + gameId, time: 99999999});
L.debug('/game/create', 'Telling that Game is Created #', gameId);
socket.emit('/action', { action: 'game-created', gameId: gameId});
L.debug('/game/create', 'Pushing admin player in Player list', game);
socket.emit('/action', { action: 'player-added', players: game.playerNames});
});
socket.on('/game/start', function(id){
var game = _games[id];
_games[id].started = true;
L.info('/game/start', 'Admin Started the Game #',id, _sockets[socket.id]);
L.debug('/game/start', 'Notifying all Game started #', game);
io.in(id).emit('/action', { action: 'game-started', count: game.players.length});
playNextTurn(id);
});
socket.on('/game/join', function(id) {
var game = _games[id];
var userId = _sockets[socket.id].id;
var name = _sockets[socket.id].name;
if(game){
if(game.started) {
L.error('/game/join', 'Player #', userId, ' Joining Game #', id, ' : Game already Started');
socket.emit('/status', {message: 'You cannot join a game that is already started'});
}
else {
game.players.push(userId);
game.playerNames.push(name);
_games[id] = game;
socket.join(id);
L.info('/game/join', 'Player #', userId, ' Joined Game', id);
socket.emit('/status', {message: 'You Joined, Waiting for Admin to start'});
L.debug('/game/join', 'Telling player #', userId, ' he is joined');
socket.emit('/action', {action: 'game-joined', gameId: id});
L.debug('/game/join', 'Telling everyone player list updated', game);
io.in(id).emit('/action', { action: 'player-added', players: game.playerNames});
L.debug('/game/join', 'Player #', game.owner, ' can start the game');
_users[game.owner].emit('/action', { action: 'enable-start'});
}
} else {
console.log('Game DNE with Id : ', id);
socket.emit('/status', { message: 'Game doesnot exists, try creating new one'});
}
});
socket.on('/game/turn', function(data) {
_games[data.game].turns++;
var player = _sockets[socket.id].id;
L.info('/game/turn', 'Player #', player, 'played its turn', data);
L.debug('/game/turn', 'Asking other players to move', _games[data.game]);
_users[player].in(data.game).broadcast.emit('/action', {action: 'move', x:data.x, y:data.y});
_games[data.game].moves = _games[data.game].players.length-1;
L.debug('/game/move/complete', 'Waiting Player to complete moves', _games[data.game].moves);
});
socket.on('/game/move/complete', function(data){
_games[data.game].moves--;
L.info('/game/move/complete', 'Player #', data.player, 'Completed its move');
if(_games[data.game].moves == 0){
playNextTurn(data.game);
}
});
socket.on('/game/winner', function(data){
L.info('/game/winner', 'Player won', data);
var game = _games[data.game];
var playerId = _games[data.game].players[data.player];
var winner = _sockets[_users[playerId].id].name;
_users[playerId].in(data.game).broadcast.emit('/status', { message: winner + ' won the Game!', time: 999999});
_users[playerId].in(data.game).emit('/status', { message: 'You won the Game!', time: 999999});
io.in(data.game).emit('/action', {action: 'game-ended'});
});
socket.on('/game/lose', function(data){
var playerId = _games[data.game].players[data.player];
if( _games[data.game].losers.indexOf(playerId) < 0 ) {
_games[data.game].losers.push(playerId);
L.debug('/game/lose', 'Loser created', _games[data.game]);
}
L.info('/game/lose', 'Player #', playerId, ' lost the game', _sockets[socket.id]);
_users[playerId].emit('/status', {message: 'You are out of Game now!', time: 9999999});
});
function playNextTurn(id) {
var game = _games[id];
var player = game.players[game.turns % game.players.length];
L.info('[playNextTurn]', 'Its player #', player, ' turn');
_users[player].emit('/action', {action:'your-turn'});
_users[player].emit('/status',{ message: 'Its your turn !', time: 999999});
L.info('[playNextTurn]', 'All players are waiting');
_users[player].in(id).broadcast.emit('/action', {action: 'wait-for-turn'});
_users[player].in(id).broadcast.emit('/status', { message: 'Waiting for Player to Move', time: 999999});
if( _games[id].losers.indexOf(player) >= 0 ) {
L.info('[playNextTurn]', 'Player #', player, ' not allowed');
L.info('[playNextTurn]', 'Game State', _games[id]);
_users[player].emit('/action', {action:'pass'});
}
}
});