/
game.go
288 lines (265 loc) · 7.69 KB
/
game.go
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// +build js,wasm
// Package controller has the ui game logic.
package controller
import (
"context"
"strconv"
"strings"
"sync"
"syscall/js"
"github.com/jacobpatterson1549/selene-bananas/go/game"
"github.com/jacobpatterson1549/selene-bananas/go/game/board"
"github.com/jacobpatterson1549/selene-bananas/go/game/tile"
"github.com/jacobpatterson1549/selene-bananas/go/ui/canvas"
"github.com/jacobpatterson1549/selene-bananas/go/ui/dom"
"github.com/jacobpatterson1549/selene-bananas/go/ui/log"
)
type (
// Game handles managing the state of the board and drawing it on the canvas.
Game struct {
board *board.Board
canvas *canvas.Canvas
Socket Socket
}
// Socket sends messages to the server.
Socket interface {
Send(m game.Message)
}
)
// NewGame creates a new game controller with references to the board and canvas.
func NewGame(board *board.Board, canvas *canvas.Canvas) Game {
g := Game{
board: board,
canvas: canvas,
}
return g
}
// InitDom regesters game dom functions.
func (g *Game) InitDom(ctx context.Context, wg *sync.WaitGroup) {
wg.Add(1)
createJsFunc := dom.NewJsFunc(g.Create)
joinJsFunc := dom.NewJsEventFunc(func(event js.Value) {
joinGameButton := event.Get("srcElement")
gameIdInput := joinGameButton.Get("previousElementSibling")
idText := gameIdInput.Get("value").String()
id, err := strconv.Atoi(idText)
if err != nil {
log.Error("could not get Id of game: " + err.Error())
return
}
g.Join(id)
})
leaveJsFunc := dom.NewJsFunc(g.Leave)
deleteJsFunc := dom.NewJsFunc(g.Delete)
startJsFunc := dom.NewJsFunc(g.Start)
finishJsFunc := dom.NewJsFunc(g.Finish)
snagTileJsFunc := dom.NewJsFunc(g.SnagTile)
sendChatJsFunc := dom.NewJsEventFunc(func(event js.Value) {
f, err := dom.NewForm(event)
if err != nil {
log.Error(err.Error())
return
}
message := f.Params.Get("chat")
f.Reset()
g.SendChat(message)
})
dom.RegisterFunc("game", "create", createJsFunc)
dom.RegisterFunc("game", "join", joinJsFunc)
dom.RegisterFunc("game", "leave", leaveJsFunc)
dom.RegisterFunc("game", "delete", deleteJsFunc)
dom.RegisterFunc("game", "start", startJsFunc)
dom.RegisterFunc("game", "finish", finishJsFunc)
dom.RegisterFunc("game", "snagTile", snagTileJsFunc)
dom.RegisterFunc("game", "sendChat", sendChatJsFunc)
go func() {
<-ctx.Done()
createJsFunc.Release()
joinJsFunc.Release()
leaveJsFunc.Release()
deleteJsFunc.Release()
startJsFunc.Release()
finishJsFunc.Release()
snagTileJsFunc.Release()
sendChatJsFunc.Release()
wg.Done()
}()
}
// Create clears the tiles and asks the server for a new game to join
func (g *Game) Create() {
m := game.Message{
Type: game.Create,
}
g.setTabActive(m)
}
// Join asks the server to join an existing game.
func (g *Game) Join(id int) {
m := game.Message{
Type: game.Join,
GameID: game.ID(id),
}
g.setTabActive(m)
}
// Leave changes the view for game by hiding it.
func (g *Game) Leave() {
dom.SetCheckedQuery(".has-game", false)
dom.SetCheckedQuery("#tab-lobby", true)
}
// Delete removes everyone from the game and deletes it.
func (g *Game) Delete() {
if dom.Confirm("Are you sure? Deleting the game will kick everyone out.") {
g.Socket.Send(game.Message{
Type: game.Delete,
})
}
}
// Starts triggers the game to start for everyone.
func (g *Game) Start() {
g.Socket.Send(game.Message{
Type: game.StatusChange,
GameStatus: game.InProgress,
})
}
// Starts triggers the game to finish for everyone by checking the players tiles.
func (g *Game) Finish() {
g.Socket.Send(game.Message{
Type: game.StatusChange,
GameStatus: game.Finished,
})
}
// SnagTile asks the game to give everone a new tile.
func (g *Game) SnagTile() {
g.Socket.Send(game.Message{
Type: game.Snag,
})
}
// SendChat sends a chat message.
func (g *Game) SendChat(message string) {
g.Socket.Send(game.Message{
Type: game.Chat,
Info: message,
})
}
// replacegameTiles completely replaces the games used and unused tiles
func (g *Game) replaceGameTiles(m game.Message) {
g.resetTiles()
for _, tp := range m.TilePositions {
g.board.UsedTiles[tp.Tile.ID] = tp
if _, ok := g.board.UsedTileLocs[tp.X]; !ok {
g.board.UsedTileLocs[tp.X] = make(map[tile.Y]tile.Tile)
}
g.board.UsedTileLocs[tp.X][tp.Y] = tp.Tile
}
g.addUnusedTiles(m)
}
// addUnusedTilesappends new tiles onto the game
func (g *Game) addUnusedTiles(m game.Message) {
tileStrings := make([]string, len(m.Tiles))
for i, t := range m.Tiles {
tileStrings[i] = `"` + t.Ch.String() + `"`
if err := g.board.AddTile(t); err != nil {
log.Error("could not add unused tile(s): " + err.Error())
return
}
}
if m.Type != game.Join {
message := "adding unused tile"
if len(tileStrings) == 1 {
message += "s"
}
message += ": " + strings.Join(tileStrings, ", ")
log.Info(message)
}
g.canvas.Redraw()
}
// UpdateInfo updates the game for the specified message.
func (g *Game) UpdateInfo(m game.Message) {
g.updateStatus(m)
g.updateTilesLeft(m)
g.updatePlayers(m)
switch {
case len(m.TilePositions) > 0:
g.replaceGameTiles(m)
case len(m.Tiles) > 0:
g.addUnusedTiles(m)
}
}
// updateStatus sets the statusText and enables or disables the snag, swap, start, and finish buttons.
func (g *Game) updateStatus(m game.Message) {
var statusText string
var snagDisabled, swapDisabled, startDisabled, finishDisabled bool
switch m.GameStatus {
case game.NotStarted:
statusText = "Not Started"
snagDisabled = true
swapDisabled = true
finishDisabled = true
case game.InProgress:
statusText = "In Progress"
g.canvas.Redraw()
startDisabled = true
finishDisabled = m.TilesLeft > 0
case game.Finished:
statusText = "Finished"
snagDisabled = true
swapDisabled = true
startDisabled = true
finishDisabled = true
default:
return
}
dom.SetValue(".game>form>.info>label>.status", statusText)
dom.SetButtonDisabled(".game>.actions>.snag", snagDisabled)
dom.SetButtonDisabled(".game>.actions>.swap", swapDisabled)
dom.SetButtonDisabled(".game>.actions>.start", startDisabled)
dom.SetButtonDisabled(".game>.actions>.finish", finishDisabled)
g.canvas.GameStatus(m.GameStatus)
}
// updateTilesLeft updates the TilesLeft label. Other labels are updated if there are no tiles left.
func (g *Game) updateTilesLeft(m game.Message) {
dom.SetValue(".game>form>.info>label>.tiles-left", strconv.Itoa(m.TilesLeft))
if m.TilesLeft == 0 {
dom.SetButtonDisabled(".game>.actions>.snag", true)
dom.SetButtonDisabled(".game>.actions>.swap", true)
// enable the finish button if the game is not being started or is already finished
switch m.GameStatus {
case game.NotStarted, game.Finished:
default:
dom.SetButtonDisabled(".game>.actions>.finish", false)
}
}
}
func (g *Game) updatePlayers(m game.Message) {
if len(m.GamePlayers) > 0 {
players := strings.Join(m.GamePlayers, ",")
dom.SetValue(".game>form>.info>label>.players", players)
}
}
func (g *Game) resetTiles() {
g.board.UnusedTiles = make(map[tile.ID]tile.Tile)
g.board.UnusedTileIDs = make([]tile.ID, 0)
g.board.UsedTiles = make(map[tile.ID]tile.Position)
g.board.UsedTileLocs = make(map[tile.X]map[tile.Y]tile.Tile)
}
// setTabActive performs the actions need to activate the game tab and create or join a game.
func (g Game) setTabActive(m game.Message) {
dom.SetCheckedQuery(".has-game", true)
dom.SetCheckedQuery("#tab-game", true)
// the tab now has a size, so update the canvas and board
g.canvas.UpdateSize()
cfg := board.Config{
NumCols: g.canvas.NumCols(),
NumRows: g.canvas.NumRows(),
}
if err := cfg.Validate(); err != nil {
log.Error("cannot open game: " + err.Error())
g.Leave()
return
}
g.board.NumCols = g.canvas.NumCols()
g.board.NumRows = g.canvas.NumRows()
g.resetTiles()
m.NumCols = g.board.NumCols
m.NumRows = g.board.NumRows
g.Socket.Send(m)
}