const app = express();
app.use(cors());
+const GameState = {
+ JOIN: 1,
+ REVEAL: 2,
+ CAPTURE: 3,
+ properties: {
+ 1: {name: "join"},
+ 2: {name: "reveal"},
+ 3: {name: "capture"}
+ }
+};
+
+/**
+ * Shuffles array in place.
+ * @param {Array} a items An array containing the items.
+ */
+function shuffle(a) {
+ if (a === undefined)
+ return;
+
+ var j, x, i;
+ for (i = a.length - 1; i > 0; i--) {
+ j = Math.floor(Math.random() * (i + 1));
+ x = a[i];
+ a[i] = a[j];
+ a[j] = x;
+ }
+}
+
class Game {
constructor() {
this._players = [];
+ this.characters_to_reveal = null;
this.next_player_id = 1;
this.clients = [];
this.next_client_id = 1;
+ this.state = GameState.JOIN;
/* Send a comment to every connected client every 15 seconds. */
setInterval(() => {this.broadcast_string(":");}, 15000);
this.next_player_id = 1;
}
+ reveal_next() {
+ if (this.reveal_index >= this.characters_to_reveal.length) {
+ clearInterval(this.reveal_interval);
+ this.broadcast_event("character-reveal", '{"character":""}');
+ return;
+ }
+ const character = this.characters_to_reveal[this.reveal_index];
+ this.reveal_index++;
+ const character_data = JSON.stringify({"character":character});
+ this.broadcast_event("character-reveal", character_data);
+ }
+
+ reveal() {
+ this.change_state(GameState.REVEAL);
+
+ if (this.characters_to_reveal === null) {
+ this.characters_to_reveal = [];
+ this.characters_to_reveal = this._players.reduce((characters, player) => {
+ characters.push(player.character);
+ return characters;
+ }, []);
+ shuffle(this.characters_to_reveal);
+ }
+
+ this.reveal_index = 0;
+
+ this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
+ }
+
+ start() {
+ this.change_state(GameState.CAPTURE);
+ }
+
capture(captor_id, captee_id) {
/* TODO: Fix to fail on already-captured players (or to move the
* captured player from an old captor to a new—need to clarify in
broadcast_event(type, data) {
this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
}
+
+ game_state_event_data() {
+ var old_state_name;
+ if (this.old_state)
+ old_state_name = GameState.properties[this.old_state].name;
+ else
+ old_state_name = "none";
+ const new_state_name = GameState.properties[this.state].name;
+
+ return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
+ }
+
+ /* Inform clients about a state change. */
+ broadcast_state_change() {
+ this.broadcast_event("game-state", this.game_state_event_data());
+ }
+
+ /* Change game state and broadcast the change to all clients. */
+ change_state(state) {
+ /* Do nothing if there is no actual change happening. */
+ if (state === this.state)
+ return;
+
+ this.old_state = this.state;
+ this.state = state;
+
+ this.broadcast_state_change();
+ }
}
const game = new Game();
response.write(players_data);
}
+ /* And we need to inform the client of the current game state. */
+ response.write("event: game-state\n" + "data: " + game.game_state_event_data() + "\n\n");
+
/* Add this new client to our list of clients. */
const id = game.add_client(response);
response.send();
});
+app.post('/reveal', (request, response) => {
+ game.reveal();
+ response.send();
+});
+
+app.post('/start', (request, response) => {
+ game.start();
+ response.send();
+});
+
app.post('/reset', (request, response) => {
game.remove_all_players();
response.send();