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Merge pull request #1 from mizanxali/socketio

Added socket.IO server
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Mizan Ali 2021-02-22 21:05:28 +05:30 committed by GitHub
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# See https://help.github.com/articles/ignoring-files/ for more about ignoring files. # See https://help.github.com/articles/ignoring-files/ for more about ignoring files.
# dependencies # dependencies
/node_modules node_modules/
/.pnp
.pnp.js
# testing
/coverage
# production
/build
# misc
.DS_Store
.env.local
.env.development.local
.env.test.local
.env.production.local
npm-debug.log*
yarn-debug.log*
yarn-error.log*

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# Getting Started with Create React App Online multiplayer card game.
This project was bootstrapped with [Create React App](https://github.com/facebook/create-react-app).
## Available Scripts
In the project directory, you can run:
### `npm start`
Runs the app in the development mode.\
Open [http://localhost:3000](http://localhost:3000) to view it in the browser.
The page will reload if you make edits.\
You will also see any lint errors in the console.
### `npm test`
Launches the test runner in the interactive watch mode.\
See the section about [running tests](https://facebook.github.io/create-react-app/docs/running-tests) for more information.
### `npm run build`
Builds the app for production to the `build` folder.\
It correctly bundles React in production mode and optimizes the build for the best performance.
The build is minified and the filenames include the hashes.\
Your app is ready to be deployed!
See the section about [deployment](https://facebook.github.io/create-react-app/docs/deployment) for more information.
### `npm run eject`
**Note: this is a one-way operation. Once you `eject`, you cant go back!**
If you arent satisfied with the build tool and configuration choices, you can `eject` at any time. This command will remove the single build dependency from your project.
Instead, it will copy all the configuration files and the transitive dependencies (webpack, Babel, ESLint, etc) right into your project so you have full control over them. All of the commands except `eject` will still work, but they will point to the copied scripts so you can tweak them. At this point youre on your own.
You dont have to ever use `eject`. The curated feature set is suitable for small and middle deployments, and you shouldnt feel obligated to use this feature. However we understand that this tool wouldnt be useful if you couldnt customize it when you are ready for it.
## Learn More
You can learn more in the [Create React App documentation](https://facebook.github.io/create-react-app/docs/getting-started).
To learn React, check out the [React documentation](https://reactjs.org/).
### Code Splitting
This section has moved here: [https://facebook.github.io/create-react-app/docs/code-splitting](https://facebook.github.io/create-react-app/docs/code-splitting)
### Analyzing the Bundle Size
This section has moved here: [https://facebook.github.io/create-react-app/docs/analyzing-the-bundle-size](https://facebook.github.io/create-react-app/docs/analyzing-the-bundle-size)
### Making a Progressive Web App
This section has moved here: [https://facebook.github.io/create-react-app/docs/making-a-progressive-web-app](https://facebook.github.io/create-react-app/docs/making-a-progressive-web-app)
### Advanced Configuration
This section has moved here: [https://facebook.github.io/create-react-app/docs/advanced-configuration](https://facebook.github.io/create-react-app/docs/advanced-configuration)
### Deployment
This section has moved here: [https://facebook.github.io/create-react-app/docs/deployment](https://facebook.github.io/create-react-app/docs/deployment)
### `npm run build` fails to minify
This section has moved here: [https://facebook.github.io/create-react-app/docs/troubleshooting#npm-run-build-fails-to-minify](https://facebook.github.io/create-react-app/docs/troubleshooting#npm-run-build-fails-to-minify)

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{
"name": "uno-online",
"version": "0.1.0",
"private": true,
"dependencies": {
"@testing-library/jest-dom": "^5.11.9",
"@testing-library/react": "^11.2.5",
"@testing-library/user-event": "^12.7.0",
"query-string": "^6.14.0",
"react": "^17.0.1",
"react-dom": "^17.0.1",
"react-router-dom": "^5.2.0",
"react-scripts": "4.0.2",
"socket.io-client": "^3.1.1"
},
"scripts": {
"start": "react-scripts start",
"build": "react-scripts build",
"test": "react-scripts test",
"eject": "react-scripts eject"
},
"eslintConfig": {
"extends": [
"react-app",
"react-app/jest"
]
},
"browserslist": {
"production": [
">0.2%",
"not dead",
"not op_mini all"
],
"development": [
"last 1 chrome version",
"last 1 firefox version",
"last 1 safari version"
]
}
}

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@ -1,6 +1,8 @@
import React, { useEffect, useState } from 'react' import React, { useEffect, useState } from 'react'
import PACK_OF_CARDS from '../utils/packOfCards' import PACK_OF_CARDS from '../utils/packOfCards'
import shuffleArray from '../utils/shuffleArray' import shuffleArray from '../utils/shuffleArray'
import io from 'socket.io-client'
import queryString from 'query-string'
//NUMBER CODES FOR ACTION CARDS //NUMBER CODES FOR ACTION CARDS
//SKIP - 404 //SKIP - 404
@ -8,7 +10,40 @@ import shuffleArray from '../utils/shuffleArray'
//WILD - 300 //WILD - 300
//DRAW 4 WILD - 600 //DRAW 4 WILD - 600
const Game = () => { let socket
const ENDPOINT = 'http://localhost:5000'
const Game = (props) => {
const data = queryString.parse(props.location.search)
//initialize socket state
const [room, setRoom] = useState(data.roomCode)
const [roomFull, setRoomFull] = useState(false)
const [users, setUsers] = useState([])
const [currentUser, setCurrentUser] = useState('')
useEffect(() => {
const connectionOptions = {
"forceNew" : true,
"reconnectionAttempts": "Infinity",
"timeout" : 10000,
"transports" : ["websocket"]
}
socket = io.connect(ENDPOINT, connectionOptions)
console.log(socket);
socket.emit('join', {room: room}, (error) => {
if(error)
setRoomFull(true)
})
//cleanup on component unmount
return function cleanup() {
socket.emit('disconnect')
//shut down connnection instance
socket.off()
}
}, [])
//initialize game state //initialize game state
const [gameOver, setGameOver] = useState(true) const [gameOver, setGameOver] = useState(true)
@ -53,15 +88,50 @@ const Game = () => {
//store all remaining cards into drawCardPile //store all remaining cards into drawCardPile
const drawCardPile = shuffledCards const drawCardPile = shuffledCards
//set initial state //send initial state to server
setGameOver(false) socket.emit('initGameState', {
setTurn('Player 1') gameOver: false,
setPlayer1Deck([...player1Deck]) turn: 'Player 1',
setPlayer2Deck([...player2Deck]) player1Deck: [...player1Deck],
setCurrentColor(playedCardsPile[0].charAt(1)) player2Deck: [...player2Deck],
setCurrentNumber(playedCardsPile[0].charAt(0)) currentColor: playedCardsPile[0].charAt(1),
setPlayedCardsPile([...playedCardsPile]) currentNumber: playedCardsPile[0].charAt(0),
setDrawCardPile([...drawCardPile]) playedCardsPile: [...playedCardsPile],
drawCardPile: [...drawCardPile]
})
}, [])
useEffect(() => {
socket.on('initGameState', ({ gameOver, turn, player1Deck, player2Deck, currentColor, currentNumber, playedCardsPile, drawCardPile }) => {
setGameOver(gameOver)
setTurn(turn)
setPlayer1Deck(player1Deck)
setPlayer2Deck(player2Deck)
setCurrentColor(currentColor)
setCurrentNumber(currentNumber)
setPlayedCardsPile(playedCardsPile)
setDrawCardPile(drawCardPile)
})
socket.on('updateGameState', ({ gameOver, winner, turn, player1Deck, player2Deck, currentColor, currentNumber, playedCardsPile, drawCardPile }) => {
gameOver && setGameOver(gameOver)
winner && setWinner(winner)
turn && setTurn(turn)
player1Deck && setPlayer1Deck(player1Deck)
player2Deck && setPlayer2Deck(player2Deck)
currentColor && setCurrentColor(currentColor)
currentNumber && setCurrentNumber(currentNumber)
playedCardsPile && setPlayedCardsPile(playedCardsPile)
drawCardPile && setDrawCardPile(drawCardPile)
})
socket.on("roomData", ({ users }) => {
setUsers(users)
})
socket.on('currentUserData', ({ name }) => {
setCurrentUser(name)
})
}, []) }, [])
//some util functions //some util functions
@ -90,27 +160,31 @@ const Game = () => {
//remove the played card from player1's deck and add it to playedCardsPile (immutably) //remove the played card from player1's deck and add it to playedCardsPile (immutably)
//then update turn, currentColor and currentNumber //then update turn, currentColor and currentNumber
const removeIndex = player1Deck.indexOf(played_card) const removeIndex = player1Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setTurn('Player 2') winner: checkWinner(player1Deck, 'Player 1'),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 2',
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentNumber(numberOfPlayedCard) currentColor: colorOfPlayedCard,
currentNumber: numberOfPlayedCard
})
} }
else { else {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
//then update turn, currentColor and currentNumber //then update turn, currentColor and currentNumber
const removeIndex = player2Deck.indexOf(played_card) const removeIndex = player2Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player2Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 2')) gameOver: checkGameOver(player2Deck),
setTurn('Player 1') winner: checkWinner(player2Deck, 'Player 2'),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 1',
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentNumber(numberOfPlayedCard) currentColor: colorOfPlayedCard,
currentNumber: numberOfPlayedCard
})
} }
} }
//check for number match //check for number match
@ -121,30 +195,33 @@ const Game = () => {
//remove the played card from player1's deck and add it to playedCardsPile (immutably) //remove the played card from player1's deck and add it to playedCardsPile (immutably)
//then update turn, currentColor and currentNumber //then update turn, currentColor and currentNumber
const removeIndex = player1Deck.indexOf(played_card) const removeIndex = player1Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setTurn('Player 2') winner: checkWinner(player1Deck, 'Player 1'),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 2',
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentNumber(numberOfPlayedCard) currentColor: colorOfPlayedCard,
currentNumber: numberOfPlayedCard
})
} }
else { else {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
//then update turn, currentColor and currentNumber //then update turn, currentColor and currentNumber
const removeIndex = player2Deck.indexOf(played_card) const removeIndex = player2Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player2Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 2')) gameOver: checkGameOver(player2Deck),
setTurn('Player 1') winner: checkWinner(player2Deck, 'Player 2'),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 1',
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentNumber(numberOfPlayedCard) currentColor: colorOfPlayedCard,
currentNumber: numberOfPlayedCard
})
} }
} }
//if no color or number match, invalid move - do not update state //if no color or number match, invalid move - do not update state
else { else {
alert('Invalid Move!') alert('Invalid Move!')
@ -163,25 +240,29 @@ const Game = () => {
//remove the played card from player1's deck and add it to playedCardsPile (immutably) //remove the played card from player1's deck and add it to playedCardsPile (immutably)
//then update currentColor and currentNumber //then update currentColor and currentNumber
const removeIndex = player1Deck.indexOf(played_card) const removeIndex = player1Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player1Deck, 'Player 1'),
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentNumber(404) currentColor: colorOfPlayedCard,
currentNumber: 404
})
} }
else { else {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
//then update currentColor and currentNumber //then update currentColor and currentNumber
const removeIndex = player2Deck.indexOf(played_card) const removeIndex = player2Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player2Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 2')) gameOver: checkGameOver(player2Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player2Deck, 'Player 2'),
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentNumber(404) currentColor: colorOfPlayedCard,
currentNumber: 404
})
} }
} }
//check for number match - if skip card played on skip card //check for number match - if skip card played on skip card
@ -192,25 +273,29 @@ const Game = () => {
//remove the played card from player1's deck and add it to playedCardsPile (immutably) //remove the played card from player1's deck and add it to playedCardsPile (immutably)
//then update currentColor and currentNumber - turn will remain same //then update currentColor and currentNumber - turn will remain same
const removeIndex = player1Deck.indexOf(played_card) const removeIndex = player1Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player1Deck, 'Player 1'),
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentNumber(404) currentColor: colorOfPlayedCard,
currentNumber: 404
})
} }
else { else {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
//then update currentColor and currentNumber - turn will remain same //then update currentColor and currentNumber - turn will remain same
const removeIndex = player2Deck.indexOf(played_card) const removeIndex = player2Deck.indexOf(played_card)
//set new state //send new state to server
setGameOver(checkGameOver(player2Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 2')) gameOver: checkGameOver(player2Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player2Deck, 'Player 2'),
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfPlayedCard) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentNumber(404) currentColor: colorOfPlayedCard,
currentNumber: 404
})
} }
} }
//if no color or number match, invalid move - do not update state //if no color or number match, invalid move - do not update state
@ -237,15 +322,17 @@ const Game = () => {
//pull out last two elements from it //pull out last two elements from it
const drawCard1 = copiedDrawCardPileArray.pop() const drawCard1 = copiedDrawCardPileArray.pop()
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player1Deck, 'Player 1'),
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer2Deck([...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)]) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentColor(colorOfPlayedCard) player2Deck: [...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)],
setCurrentNumber(252) currentColor: colorOfPlayedCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 252,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else { else {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
@ -257,15 +344,16 @@ const Game = () => {
//pull out last two elements from it //pull out last two elements from it
const drawCard1 = copiedDrawCardPileArray.pop() const drawCard1 = copiedDrawCardPileArray.pop()
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
//set new state socket.emit('updateGameState', {
setGameOver(checkGameOver(player2Deck)) gameOver: checkGameOver(player2Deck),
setWinner(checkWinner(player1Deck, 'Player 2')) winner: checkWinner(player2Deck, 'Player 2'),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setPlayer1Deck([...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, ...player1Deck.slice(player1Deck.length)]) player1Deck: [...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, ...player1Deck.slice(player1Deck.length)],
setCurrentColor(colorOfPlayedCard) currentColor: colorOfPlayedCard,
setCurrentNumber(252) currentNumber: 252,
setDrawCardPile([...copiedDrawCardPileArray]) drawCardPile: [...copiedDrawCardPileArray]
})
} }
} }
//check for number match - if draw 2 card played on draw 2 card //check for number match - if draw 2 card played on draw 2 card
@ -282,15 +370,17 @@ const Game = () => {
//pull out last two elements from it //pull out last two elements from it
const drawCard1 = copiedDrawCardPileArray.pop() const drawCard1 = copiedDrawCardPileArray.pop()
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player1Deck, 'Player 1'),
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer2Deck([...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)]) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentColor(colorOfPlayedCard) player2Deck: [...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)],
setCurrentNumber(252) currentColor: colorOfPlayedCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 252,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else { else {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
@ -302,15 +392,17 @@ const Game = () => {
//pull out last two elements from it //pull out last two elements from it
const drawCard1 = copiedDrawCardPileArray.pop() const drawCard1 = copiedDrawCardPileArray.pop()
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setGameOver(checkGameOver(player2Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 2')) gameOver: checkGameOver(player2Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player2Deck, 'Player 2'),
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer1Deck([...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, ...player1Deck.slice(player1Deck.length)]) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentColor(colorOfPlayedCard) player1Deck: [...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, ...player1Deck.slice(player1Deck.length)],
setCurrentNumber(252) currentColor: colorOfPlayedCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 252,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
} }
//if no color or number match, invalid move - do not update state //if no color or number match, invalid move - do not update state
@ -328,14 +420,16 @@ const Game = () => {
//remove the played card from player1's deck and add it to playedCardsPile (immutably) //remove the played card from player1's deck and add it to playedCardsPile (immutably)
const removeIndex = player1Deck.indexOf(played_card) const removeIndex = player1Deck.indexOf(played_card)
//then update turn, currentColor and currentNumber //then update turn, currentColor and currentNumber
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setTurn('Player 2') winner: checkWinner(player1Deck, 'Player 1'),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 2',
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(newColor) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentNumber(300) currentColor: newColor,
currentNumber: 300
})
} }
else { else {
//ask for new color //ask for new color
@ -343,14 +437,15 @@ const Game = () => {
//remove the played card from player2's deck and add it to playedCardsPile (immutably) //remove the played card from player2's deck and add it to playedCardsPile (immutably)
const removeIndex = player2Deck.indexOf(played_card) const removeIndex = player2Deck.indexOf(played_card)
//then update turn, currentColor and currentNumber //then update turn, currentColor and currentNumber
//set new state socket.emit('updateGameState', {
setGameOver(checkGameOver(player2Deck)) gameOver: checkGameOver(player2Deck),
setWinner(checkWinner(player1Deck, 'Player 1')) winner: checkWinner(player2Deck, 'Player 2'),
setTurn('Player 1') turn: 'Player 2',
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentColor(newColor) currentColor: newColor,
setCurrentNumber(300) currentNumber: 300
})
} }
break; break;
} }
@ -371,15 +466,17 @@ const Game = () => {
const drawCard3 = copiedDrawCardPileArray.pop() const drawCard3 = copiedDrawCardPileArray.pop()
const drawCard4 = copiedDrawCardPileArray.pop() const drawCard4 = copiedDrawCardPileArray.pop()
//then update currentColor and currentNumber - turn will remain same //then update currentColor and currentNumber - turn will remain same
//set new state //send new state to server
setGameOver(checkGameOver(player1Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player1Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player1Deck, 'Player 1'),
setPlayer1Deck([...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer2Deck([...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player2Deck.slice(player2Deck.length)]) player1Deck: [...player1Deck.slice(0, removeIndex), ...player1Deck.slice(removeIndex + 1)],
setCurrentColor(newColor) player2Deck: [...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player2Deck.slice(player2Deck.length)],
setCurrentNumber(600) currentColor: newColor,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 600,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else { else {
//ask for new color //ask for new color
@ -395,15 +492,17 @@ const Game = () => {
const drawCard3 = copiedDrawCardPileArray.pop() const drawCard3 = copiedDrawCardPileArray.pop()
const drawCard4 = copiedDrawCardPileArray.pop() const drawCard4 = copiedDrawCardPileArray.pop()
//then update currentColor and currentNumber - turn will remain same //then update currentColor and currentNumber - turn will remain same
//set new state //send new state to server
setGameOver(checkGameOver(player2Deck)) socket.emit('updateGameState', {
setWinner(checkWinner(player1Deck, 'Player 1')) gameOver: checkGameOver(player2Deck),
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)]) winner: checkWinner(player2Deck, 'Player 2'),
setPlayer2Deck([...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), played_card, ...playedCardsPile.slice(playedCardsPile.length)],
setPlayer1Deck([...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player1Deck.slice(player1Deck.length)]) player2Deck: [...player2Deck.slice(0, removeIndex), ...player2Deck.slice(removeIndex + 1)],
setCurrentColor(newColor) player1Deck: [...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player1Deck.slice(player1Deck.length)],
setCurrentNumber(600) currentColor: newColor,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 600,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
} }
break; break;
@ -425,10 +524,13 @@ const Game = () => {
let numberOfDrawnCard = drawCard.charAt(0) let numberOfDrawnCard = drawCard.charAt(0)
if(colorOfDrawnCard === currentColor && (drawCard === 'skipR' || drawCard === 'skipG' || drawCard === 'skipB' || drawCard === 'skipY')) { if(colorOfDrawnCard === currentColor && (drawCard === 'skipR' || drawCard === 'skipG' || drawCard === 'skipB' || drawCard === 'skipY')) {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//set new state //send new state to server
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) socket.emit('updateGameState', {
setCurrentColor(colorOfDrawnCard) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentNumber(404) currentColor: colorOfDrawnCard,
currentNumber: 404,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else if(colorOfDrawnCard === currentColor && (drawCard === 'D2R' || drawCard === 'D2G' || drawCard === 'D2B' || drawCard === 'D2Y')) { else if(colorOfDrawnCard === currentColor && (drawCard === 'D2R' || drawCard === 'D2G' || drawCard === 'D2B' || drawCard === 'D2Y')) {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
@ -438,28 +540,32 @@ const Game = () => {
//pull out last two elements from it //pull out last two elements from it
const drawCard1 = copiedDrawCardPileArray.pop() const drawCard1 = copiedDrawCardPileArray.pop()
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) socket.emit('updateGameState', {
setPlayer2Deck([...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfDrawnCard) player2Deck: [...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)],
setCurrentNumber(252) currentColor: colorOfDrawnCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 252,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else if(drawCard === 'W') { else if(drawCard === 'W') {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//ask for new color //ask for new color
const newColor = prompt('Enter first letter of new color in uppercase (R/G/B/Y)') const newColor = prompt('Enter first letter of new color in uppercase (R/G/B/Y)')
//set new state //send new state to server
setTurn('Player 2') socket.emit('updateGameState', {
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(newColor) currentColor: newColor,
setCurrentNumber(300) currentNumber: 300,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else if(drawCard === 'D4W') { else if(drawCard === 'D4W') {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//ask for new color //ask for new color
const newColor = prompt('Enter first letter of new color in uppercase (R/G/B/Y)') const newColor = prompt('Enter first letter of new color in uppercase (R/G/B/Y)')
//remove 2 new cards from drawCardPile and add them to player1's deck (immutably) //remove 2 new cards from drawCardPile and add them to player2's deck (immutably)
//make a copy of drawCardPile array //make a copy of drawCardPile array
const copiedDrawCardPileArray = [...drawCardPile] const copiedDrawCardPileArray = [...drawCardPile]
//pull out last four elements from it //pull out last four elements from it
@ -467,30 +573,36 @@ const Game = () => {
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
const drawCard3 = copiedDrawCardPileArray.pop() const drawCard3 = copiedDrawCardPileArray.pop()
const drawCard4 = copiedDrawCardPileArray.pop() const drawCard4 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) socket.emit('updateGameState', {
setPlayer1Deck([...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player1Deck.slice(player1Deck.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(newColor) player2Deck: [...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player2Deck.slice(player2Deck.length)],
setCurrentNumber(600) currentColor: newColor,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 600,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
//if not action card - check if drawn card is playable //if not action card - check if drawn card is playable
else if(numberOfDrawnCard === currentNumber || colorOfDrawnCard === currentColor) { else if(numberOfDrawnCard === currentNumber || colorOfDrawnCard === currentColor) {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//set new state //send new state to server
setTurn('Player 2') socket.emit('updateGameState', {
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 2',
setCurrentColor(colorOfDrawnCard) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentNumber(numberOfDrawnCard) currentColor: colorOfDrawnCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: numberOfDrawnCard,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
//else add the drawn card to player1's deck //else add the drawn card to player1's deck
else { else {
alert(`You drew ${drawCard}.`) alert(`You drew ${drawCard}.`)
//set new state //send new state to server
setTurn('Player 2') socket.emit('updateGameState', {
setPlayer1Deck([...player1Deck.slice(0, player1Deck.length), drawCard, ...player1Deck.slice(player1Deck.length)]) turn: 'Player 2',
setDrawCardPile([...copiedDrawCardPileArray]) player1Deck: [...player1Deck.slice(0, player1Deck.length), drawCard, ...player1Deck.slice(player1Deck.length)],
drawCardPile: [...copiedDrawCardPileArray]
})
} }
} }
else { else {
@ -504,35 +616,42 @@ const Game = () => {
let numberOfDrawnCard = drawCard.charAt(0) let numberOfDrawnCard = drawCard.charAt(0)
if(colorOfDrawnCard === currentColor && (drawCard === 'skipR' || drawCard === 'skipG' || drawCard === 'skipB' || drawCard === 'skipY')) { if(colorOfDrawnCard === currentColor && (drawCard === 'skipR' || drawCard === 'skipG' || drawCard === 'skipB' || drawCard === 'skipY')) {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//set new state //send new state to server
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) socket.emit('updateGameState', {
setCurrentColor(colorOfDrawnCard) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentNumber(404) currentColor: colorOfDrawnCard,
currentNumber: 404,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else if(colorOfDrawnCard === currentColor && (drawCard === 'D2R' || drawCard === 'D2G' || drawCard === 'D2B' || drawCard === 'D2Y')) { else if(colorOfDrawnCard === currentColor && (drawCard === 'D2R' || drawCard === 'D2G' || drawCard === 'D2B' || drawCard === 'D2Y')) {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//remove 2 new cards from drawCardPile and add them to player2's deck (immutably) //remove 2 new cards from drawCardPile and add them to player1's deck (immutably)
//make a copy of drawCardPile array //make a copy of drawCardPile array
const copiedDrawCardPileArray = [...drawCardPile] const copiedDrawCardPileArray = [...drawCardPile]
//pull out last two elements from it //pull out last two elements from it
const drawCard1 = copiedDrawCardPileArray.pop() const drawCard1 = copiedDrawCardPileArray.pop()
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) socket.emit('updateGameState', {
setPlayer2Deck([...player2Deck.slice(0, player2Deck.length), drawCard1, drawCard2, ...player2Deck.slice(player2Deck.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(colorOfDrawnCard) player1Deck: [...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, ...player1Deck.slice(player1Deck.length)],
setCurrentNumber(252) currentColor: colorOfDrawnCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 252,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else if(drawCard === 'W') { else if(drawCard === 'W') {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//ask for new color //ask for new color
const newColor = prompt('Enter first letter of new color in uppercase (R/G/B/Y)') const newColor = prompt('Enter first letter of new color in uppercase (R/G/B/Y)')
//set new state //send new state to server
setTurn('Player 1') socket.emit('updateGameState', {
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(newColor) currentColor: newColor,
setCurrentNumber(300) currentNumber: 300,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
else if(drawCard === 'D4W') { else if(drawCard === 'D4W') {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
@ -546,38 +665,49 @@ const Game = () => {
const drawCard2 = copiedDrawCardPileArray.pop() const drawCard2 = copiedDrawCardPileArray.pop()
const drawCard3 = copiedDrawCardPileArray.pop() const drawCard3 = copiedDrawCardPileArray.pop()
const drawCard4 = copiedDrawCardPileArray.pop() const drawCard4 = copiedDrawCardPileArray.pop()
//set new state //send new state to server
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) socket.emit('updateGameState', {
setPlayer1Deck([...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player1Deck.slice(player1Deck.length)]) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentColor(newColor) player1Deck: [...player1Deck.slice(0, player1Deck.length), drawCard1, drawCard2, drawCard3, drawCard4, ...player1Deck.slice(player1Deck.length)],
setCurrentNumber(600) currentColor: newColor,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: 600,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
//if not action card - check if drawn card is playable //if not action card - check if drawn card is playable
else if(numberOfDrawnCard === currentNumber || colorOfDrawnCard === currentColor) { else if(numberOfDrawnCard === currentNumber || colorOfDrawnCard === currentColor) {
alert(`You drew ${drawCard}. It was played for you.`) alert(`You drew ${drawCard}. It was played for you.`)
//set new state //send new state to server
setTurn('Player 1') socket.emit('updateGameState', {
setPlayedCardsPile([...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)]) turn: 'Player 1',
setCurrentColor(colorOfDrawnCard) playedCardsPile: [...playedCardsPile.slice(0, playedCardsPile.length), drawCard, ...playedCardsPile.slice(playedCardsPile.length)],
setCurrentNumber(numberOfDrawnCard) currentColor: colorOfDrawnCard,
setDrawCardPile([...copiedDrawCardPileArray]) currentNumber: numberOfDrawnCard,
drawCardPile: [...copiedDrawCardPileArray]
})
} }
//else add the drawn card to player2's deck //else add the drawn card to player2's deck
else { else {
alert(`You drew ${drawCard}.`) alert(`You drew ${drawCard}.`)
//set new state //send new state to server
setTurn('Player 1') socket.emit('updateGameState', {
setPlayer2Deck([...player2Deck.slice(0, player2Deck.length), drawCard, ...player2Deck.slice(player2Deck.length)]) turn: 'Player 1',
setDrawCardPile([...copiedDrawCardPileArray]) player2Deck: [...player2Deck.slice(0, player2Deck.length), drawCard, ...player2Deck.slice(player2Deck.length)],
drawCardPile: [...copiedDrawCardPileArray]
})
} }
} }
} }
return ( return (
gameOver ? <div><h1>GAME FORFEITED</h1>{winner !== '' && <><h1>GAME OVER</h1><h2>{winner} wins!</h2></>}<a href='/'>Home</a></div> : (!roomFull) ? <>
{users.length===2 ? <>
{gameOver ? <div>{winner !== '' && <><h1>GAME OVER</h1><h2>{winner} wins!</h2></>}<a href='/'>Home</a></div> :
<div className='Game'> <div className='Game'>
<h1>Turn: {turn}</h1> <h1>Turn: {turn}</h1>
{currentUser === 'Player 1' &&
<div className='player1Deck' style={turn === 'Player 1' ? null : {pointerEvents: 'none'}}> <div className='player1Deck' style={turn === 'Player 1' ? null : {pointerEvents: 'none'}}>
{player1Deck.map((item) => ( {player1Deck.map((item) => (
<span <span
@ -586,14 +716,16 @@ const Game = () => {
{item} {item}
</span> </span>
))} ))}
</div> <button onClick={onCardDrawnHandler}>DRAW CARD</button>
</div> }
<hr /> <hr />
<div> <div>
<h1>Current Card: {playedCardsPile[playedCardsPile.length-1]}</h1> <h1>Current Card: {playedCardsPile[playedCardsPile.length-1]}</h1>
<h2>Current Color: {currentColor}</h2> <h2>Current Color: {currentColor}</h2>
<button onClick={onCardDrawnHandler}>DRAW CARD</button>
</div> </div>
<hr /> <hr />
{currentUser === 'Player 2' &&
<div className='player2Deck' style={turn === 'Player 1' ? {pointerEvents: 'none'} : null}> <div className='player2Deck' style={turn === 'Player 1' ? {pointerEvents: 'none'} : null}>
{player2Deck.map((item) => ( {player2Deck.map((item) => (
<span <span
@ -602,9 +734,21 @@ const Game = () => {
{item} {item}
</span> </span>
))} ))}
<button onClick={onCardDrawnHandler}>DRAW CARD</button>
</div> }
<hr />
<div>
<h1>Users in room:</h1>
{users.map(user => {
return <h6>{user.name}</h6>
})}
</div> </div>
<a href='/'>Home</a> <a href='/'>Home</a>
</div> </div>}
</> : <h1>Waiting for other player</h1> }
</> : <h1>Room full</h1>
) )
} }

View File

@ -0,0 +1,16 @@
import React, { useState } from 'react'
import { Link } from 'react-router-dom'
const Homepage = () => {
const [roomCode, setRoomCode] = useState('')
return (
<div className='Homepage'>
<h1>UNO</h1>
<div><input type='text' placeholder='Room' onChange={(event) => setRoomCode(event.target.value)} /></div>
<Link to={`/play?roomCode=${roomCode}`}><button>START GAME</button></Link>
</div>
)
}
export default Homepage

16203
package-lock.json generated

File diff suppressed because it is too large Load Diff

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@ -1,38 +1,25 @@
{ {
"name": "uno-online", "name": "uno-online",
"version": "0.1.0", "version": "1.0.0",
"private": true, "description": "Online multiplayer card game",
"dependencies": { "main": "server.js",
"@testing-library/jest-dom": "^5.11.9",
"@testing-library/react": "^11.2.5",
"@testing-library/user-event": "^12.7.0",
"react": "^17.0.1",
"react-dom": "^17.0.1",
"react-router-dom": "^5.2.0",
"react-scripts": "4.0.2"
},
"scripts": { "scripts": {
"start": "react-scripts start", "start": "node server",
"build": "react-scripts build", "client": "npm start --prefix client"
"test": "react-scripts test",
"eject": "react-scripts eject"
}, },
"eslintConfig": { "repository": {
"extends": [ "type": "git",
"react-app", "url": "git+https://github.com/mizanxali/uno-online.git"
"react-app/jest"
]
}, },
"browserslist": { "author": "Mizan Ali",
"production": [ "license": "ISC",
">0.2%", "bugs": {
"not dead", "url": "https://github.com/mizanxali/uno-online/issues"
"not op_mini all" },
], "homepage": "https://github.com/mizanxali/uno-online#readme",
"development": [ "dependencies": {
"last 1 chrome version", "cors": "^2.8.5",
"last 1 firefox version", "express": "^4.17.1",
"last 1 safari version" "socket.io": "^3.1.1"
]
} }
} }

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server.js Normal file
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const express = require('express')
const socketio = require('socket.io')
const http = require('http')
const cors = require('cors')
const { addUser, removeUser, getUser, getUsersInRoom } = require('./users')
const PORT = process.env.PORT || 5000
const app = express()
const server = http.createServer(app)
const io = socketio(server)
app.use(cors())
io.on('connection', socket => {
socket.on('join', (payload, callback) => {
let numberOfUsersInRoom = getUsersInRoom(payload.room).length
const { error, newUser} = addUser({
id: socket.id,
name: numberOfUsersInRoom===0 ? 'Player 1' : 'Player 2',
room: payload.room
})
if(error)
return callback(error)
socket.join(newUser.room)
io.to(newUser.room).emit('roomData', {room: newUser.room, users: getUsersInRoom(newUser.room)})
socket.emit('currentUserData', {name: newUser.name})
callback()
})
socket.on('initGameState', gameState => {
const user = getUser(socket.id)
if(user)
io.to(user.room).emit('initGameState', gameState)
})
socket.on('updateGameState', gameState => {
const user = getUser(socket.id)
if(user)
io.to(user.room).emit('updateGameState', gameState)
})
socket.on('disconnect', () => {
const user = removeUser(socket.id)
if(user)
io.to(user.room).emit('roomData', {room: user.room, users: getUsersInRoom(user.room)})
})
})
server.listen(PORT, () => {
console.log(`Server running on port ${PORT}`)
})

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import React from 'react'
import { Link } from 'react-router-dom'
const Homepage = () => {
return (
<div className='Homepage'>
<h1>UNO</h1>
<Link to='/play'><button>START GAME</button></Link>
</div>
)
}
export default Homepage

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const users = []
const addUser = ({id, name, room}) => {
const numberOfUsersInRoom = users.filter(user => user.room === room).length
if(numberOfUsersInRoom === 2)
return { error: 'Room full' }
const newUser = { id, name, room }
users.push(newUser)
return { newUser }
}
const removeUser = id => {
const removeIndex = users.findIndex(user => user.id === id)
if(removeIndex!==-1)
return users.splice(removeIndex, 1)[0]
}
const getUser = id => {
return users.find(user => user.id === id)
}
const getUsersInRoom = room => {
return users.filter(user => user.room === room)
}
module.exports = { addUser, removeUser, getUser, getUsersInRoom }