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game.js
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300 lines (242 loc) · 6.87 KB
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document.addEventListener('DOMContentLoaded', () => {
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
let frameAnimationId;
/*
* Socket Init
*/
const socket = io();
/*
* Game variables
*/
// Canvas의 가로 세로 비율 설정
const widthRatio = 0.8; // 가로 비율 (0~1 사이 값)
const heightRatio = 0.8; // 세로 비율 (0~1 사이 값)
// 윈도우의 크기에 따라 Canvas의 너비와 높이 계산
const canvasWidth = 800 * widthRatio;
const canvasHeight = 400 * heightRatio;
// Canvas의 너비와 높이 설정
canvas.width = canvasWidth;
canvas.height = canvasHeight;
// Canvas 스타일 조정
canvas.style.backgroundColor = 'black';
// Canvas를 body에 추가
document.body.appendChild(canvas);
// Ball Location
const init_ballX = canvasWidth / 2;
const init_ballY = canvasHeight / 2;
let ballX = init_ballX;
let ballY = init_ballY;
const ballRadius = Math.min(canvasWidth * 0.02, canvasHeight * 0.02);
let ball_moveX = false;
let ball_moveY = false;
const ballSpeed = 1;
// Paddle
const paddleWidth = canvasWidth * 0.02;
const paddleHeight = canvasHeight * 0.2;
const paddleMargin = canvasWidth * 0.05;
const init_paddle1X = paddleMargin;
// const init_paddle1X = 200;
const init_paddle1Y = canvasHeight / 2 - paddleHeight / 2;
const init_paddle2X = canvasWidth - paddleMargin - paddleWidth;
// const init_paddle2X = 1000;
const init_paddle2Y = canvasHeight / 2 - paddleHeight / 2;
let paddle1Y = init_paddle1Y;
let paddle2Y = init_paddle2Y;
// score
const scoreTextSize = canvasHeight * 0.3;
const scoreMargin = canvasWidth * 0.2;
const score1X = canvasWidth / 2 - scoreMargin;
const score1Y = canvasHeight / 2 + (scoreTextSize * 3) / 8;
const score2X = canvasWidth / 2 + scoreMargin;
const score2Y = canvasHeight / 2 + (scoreTextSize * 3) / 8;
let left_score = 0;
let right_score = 0;
/*
* Socket Handling
*/
function mainLogic() {
frameAnimationId = window.requestAnimationFrame(animate);
window.addEventListener('keydown', (key) => {
if (key.keyCode === 38) {
console.log('key down!')
const data = {
clientId: socket.id,
key: key.keyCode
};
socket.emit('keydown', data);
}
});
window.addEventListener('keyup', (key) => {
if (key.keyCode === 40) {
console.log('key up!')
const data = {
clientId: socket.id,
key: key.keyCode
};
socket.emit('keyup', data);
}
});
socket.on('message', (paddleData) => {
console.log(paddleData);
paddle1Y += paddleData.p1Paddle;
paddle2Y += paddleData.p2Paddle;
});
// window.addEventListener('keydown', (key) => {
// const data = {
// clientId: socket.id,
// key: key.keyCode
// };
// socket.emit('keydown', data)
// console.log(data.clientId);
// console.log(key.keyCode);
// let Player = {
// socket,
// score,
// P1paddleY,
// P2paddleY
// }
// });
// socket.on('message', (player) => {
// // const { socket, score, P1paddleY, P2paddleY } = player;
// /*
// if (key.keyCode === 40) {
// if (paddle1Y >= canvasHeight - paddleHeight)
// paddle1Y = canvasHeight - paddleHeight;
// paddle1Y += 30;
// }
// else if (key.keyCode === 38) {
// if (paddle1Y <= 0)
// paddle1Y = 0;
// paddle1Y -= 30;
// }
// if (key.keyCode === 83) {
// if (paddle2Y >= canvasHeight - paddleHeight)
// paddle2Y = canvasHeight - paddleHeight;
// paddle2Y += 30;
// }
// else if (key.keyCode === 87) {
// if (paddle2Y <= 0)
// paddle2Y = 0;
// paddle2Y -= 30;
// }
// => 서버측 로직이 된다.
// */
// console.log(player);
// // console.log(player.P2paddleY);
// paddle1Y += player.P1paddleY;
// paddle2Y += player.P2paddleY;
// });
}
socket.on('connect', () => {
// waiting function
mainLogic();
});
// socket.emit('message', "messagebhgg");
// socket.on("message", (data) => {
// console.log(data);
// })
// Key handling
function animate() {
// console.log(paddle1Y, ' ', paddle2Y);
ball_move();
draw();
frameAnimationId = requestAnimationFrame(animate);
}
/*
* drawing
*/
function reset_game() {
if (left_score === 3 || right_score === 3) {
endGame();
}
ballX = init_ballX;
ballY = init_ballY;
paddle1Y = init_paddle1Y;
paddle2Y = init_paddle2Y;
// add ball movement
}
function ball_move() {
// X false : left
// Y false : down
if (ballX <= 0) {
right_score++;
reset_game();
}
if (ballX >= canvasWidth - ballRadius * 2) {
left_score++;
reset_game();
}
if (ballY <= ballRadius)
ball_moveY = false;
if (ballY >= canvasHeight - ballRadius)
ball_moveY = true;
if (ball_moveY === true)
ballY -= ballSpeed; // check
else if (ball_moveY === false)
ballY += ballSpeed;
if (ball_moveX === false)
ballX -= ballSpeed;
else if (ball_moveX === true)
ballX += ballSpeed;
if (ballX - (ballRadius * 2) <= init_paddle1X && ballX >= init_paddle1X - paddleWidth) {
if (ballY <= paddle1Y + paddleHeight && ballY >= paddle1Y) {
ballX = init_paddle1X + ballRadius * 2;
ball_moveX = true;
}
}
if (ballX - ballRadius <= init_paddle2X && ballX >= init_paddle2X - paddleWidth) {
if (ballY <= paddle2Y + paddleHeight && ballY >= paddle2Y) {
ballX = init_paddle2X - ballRadius * 2;
ball_moveX = false;
}
}
}
function draw() {
context.clearRect(0, 0, canvasWidth, canvasHeight);
context.beginPath();
context.arc(ballX, ballY, ballRadius, 0, Math.PI * 2, false);
context.fillStyle = 'white';
context.fill();
context.closePath();
context.globalAlpha = 0.5;
context.font = `${scoreTextSize}px Arial`;
context.fillStyle = 'white';
context.textAlign = 'center';
context.fillText(left_score, score1X, score1Y);
context.fillText(right_score, score2X, score2Y);
context.globalAlpha = 1;
let paddle1X = init_paddle1X;
let paddle2X = init_paddle2X;
if (paddle1Y >= canvasHeight - paddleHeight) {
paddle1Y = canvasHeight - paddleHeight;
}
if (paddle1Y <= 0) {
paddle1Y = 0;
}
if (paddle2Y >= canvasHeight - paddleHeight) {
paddle2Y = canvasHeight - paddleHeight;
}
if (paddle2Y <= 0) {
paddle2Y = 0;
}
context.fillStyle = 'white';
context.fillRect(paddle1X, paddle1Y, paddleWidth, paddleHeight);
context.fillStyle = 'white';
context.fillRect(paddle2X, paddle2Y, paddleWidth, paddleHeight);
}
function endGame()
{
console.log(left_score, right_score);
// 게임이 끝나면 home버튼과 retry 버튼이 생기고 해당 문구가 출력되게
// 캔버스가 requestAnimationFrame 계속 그려질 필요 없이 해당 화면에서 멈추게
context.globalAlpha = 0.5;
context.font = '30px Arial';
context.fillStyle = 'white';
context.textAlign = 'center';
const textX = canvasWidth / 2;
const textY = canvasHeight / 2;
context.fillText('someone win', textX, textY);
cancelAnimationFrame(frameAnimationId);
}
});