const router = express.Router();
-const GameState = {
+const GamePhase = {
JOIN: 1,
REVEAL: 2,
CAPTURE: 3,
this._players = [];
this.next_player_id = 1;
this.characters_to_reveal = null;
- this.state = GameState.JOIN;
+ this.phase = GamePhase.JOIN;
/* Send a comment to every connected client every 15 seconds. */
setInterval(() => {this.broadcast_string(":");}, 15000);
this.characters_to_reveal = null;
this.next_player_id = 1;
- this.change_state(GameState.JOIN);
+ this.change_phase(GamePhase.JOIN);
this.broadcast_event("spectators", "{}");
this.broadcast_event("players", "{}");
}
reveal_next() {
- /* Don't try to reveal anything if we aren't in the reveal state. */
- if (this.state != GameState.REVEAL) {
+ /* Don't try to reveal anything if we aren't in the reveal phase. */
+ if (this.phase != GamePhase.REVEAL) {
clearInterval(this.reveal_interval);
return;
}
}
reveal() {
- this.change_state(GameState.REVEAL);
+ this.change_phase(GamePhase.REVEAL);
if (this.characters_to_reveal === null) {
this.characters_to_reveal = [];
}
start() {
- this.change_state(GameState.CAPTURE);
+ this.change_phase(GamePhase.CAPTURE);
}
capture(captor_id, captee_id) {
return this._players.map(player => ({id: player.id, name: player.name }));
}
- game_state_event_data(old_state, new_state) {
- var old_state_name;
- if (old_state)
- old_state_name = GameState.properties[old_state].name;
+ game_phase_event_data(old_phase, new_phase) {
+ var old_phase_name;
+ if (old_phase)
+ old_phase_name = GamePhase.properties[old_phase].name;
else
- old_state_name = "none";
- const new_state_name = GameState.properties[new_state].name;
+ old_phase_name = "none";
+ const new_phase_name = GamePhase.properties[new_phase].name;
- return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
+ return `{"old_phase":"${old_phase_name}","new_phase":"${new_phase_name}"}`;
}
- /* Inform clients about a state change. */
- broadcast_state_change() {
- const event_data = this.game_state_event_data(this.old_state, this.state);
- this.broadcast_event("game-state", event_data);
+ /* Inform clients about a phase change. */
+ broadcast_phase_change() {
+ const event_data = this.game_phase_event_data(this.old_phase, this.phase);
+ this.broadcast_event("game-phase", event_data);
}
- /* Change game state and broadcast the change to all clients. */
- change_state(state) {
+ /* Change game phase and broadcast the change to all clients. */
+ change_phase(phase) {
/* Do nothing if there is no actual change happening. */
- if (state === this.state)
+ if (phase === this.phase)
return;
- this.old_state = this.state;
- this.state = state;
+ this.old_phase = this.phase;
+ this.phase = phase;
- this.broadcast_state_change();
+ this.broadcast_phase_change();
}
handle_events(request, response) {
response.write(players_data);
}
- /* And we need to inform the client of the current game state.
+ /* And we need to inform the client of the current game phase.
*
- * In fact, we need to cycle through each state transition from the
+ * In fact, we need to cycle through each phase transition from the
* beginning so the client can see each.
*/
- var old_state = null;
- for (var state = GameState.JOIN; state <= this.state; state++) {
- var event_data = this.game_state_event_data(old_state, state);
- response.write("event: game-state\n" + "data: " + event_data + "\n\n");
- old_state = state;
+ var old_phase = null;
+ for (var phase = GamePhase.JOIN; phase <= this.phase; phase++) {
+ var event_data = this.game_phase_event_data(old_phase, phase);
+ response.write("event: game-phase\n" + "data: " + event_data + "\n\n");
+ old_phase = phase;
}
}
name: "Empires",
identifier: "empires"
};
-
-exports.meta = Empires.meta;