Add spectator mode for late-joining players

- Server: Late joiners are added as spectators instead of players
- Server: Send forced-spectator event only to joining spectator (not broadcast)
- Server: Track spectators separately and move them to players after game ends
- Client: Handle forced-spectator event to show all player boards
- Client: Spectators see all boards equally without main/spectator highlighting
- Client: Mobile view shows scrollable vertical list of all boards for spectators
- Fix: All cleared lines are sent as garbage to each opponent (not randomized)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-20 18:26:48 +00:00
parent 75cd5b0e44
commit a0ab4ff5cd
7 changed files with 281 additions and 21 deletions
+92 -11
View File
@@ -13,6 +13,7 @@ app.use(express.static(path.join(__dirname, '../public')));
// Single global lobby
const lobby = {
players: new Map(),
spectators: new Map(),
gameStarted: false,
gameInterval: null
};
@@ -45,6 +46,31 @@ io.on('connection', (socket) => {
socket.join(LOBBY_ROOM);
socket.data.playerName = playerName;
// If game is in progress, add as spectator instead
if (lobby.gameStarted) {
const spectator = {
id: socket.id,
name: playerName
};
lobby.spectators.set(socket.id, spectator);
// Notify all clients about new spectator
io.to(LOBBY_ROOM).emit('spectator-joined', {
spectator: { id: spectator.id, name: spectator.name },
spectators: getSpectatorsList()
});
// Send current game state to spectator only
socket.emit('forced-spectator', {
spectatorId: socket.id,
states: getStates(),
players: getPlayersList()
});
console.log(`${playerName} joined as spectator (${lobby.spectators.size} spectators)`);
return;
}
const player = {
id: socket.id,
name: playerName,
@@ -83,7 +109,7 @@ io.on('connection', (socket) => {
players: getPlayersList()
});
// Check if all players ready and min 2 players
// Check if all players ready and min 2 players (spectators don't count)
if (lobby.players.size >= 2 && lobby.players.size <= 8) {
const allReady = Array.from(lobby.players.values()).every(p => p.ready);
if (allReady) {
@@ -96,7 +122,7 @@ io.on('connection', (socket) => {
if (!lobby.gameStarted) return;
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
if (!player || player.eliminated || !player.currentPiece) return;
const newX = player.currentPiece.x + (direction === 'left' ? -1 : 1);
if (isValidPosition(player.currentPiece, newX, player.currentPiece.y, player.board)) {
@@ -109,7 +135,7 @@ io.on('connection', (socket) => {
if (!lobby.gameStarted) return;
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
if (!player || player.eliminated || !player.currentPiece) return;
const originalShape = player.currentPiece.shape;
const rows = originalShape.length;
@@ -137,7 +163,7 @@ io.on('connection', (socket) => {
if (!lobby.gameStarted) return;
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
if (!player || player.eliminated || !player.currentPiece) return;
if (hard) {
let dropped = 0;
@@ -163,7 +189,7 @@ io.on('connection', (socket) => {
if (!lobby.gameStarted) return;
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
if (!player || player.eliminated || !player.currentPiece) return;
if (!player.canHold) return;
if (player.holdPiece === null) {
@@ -218,6 +244,19 @@ io.on('connection', (socket) => {
if (lobby.gameInterval) clearInterval(lobby.gameInterval);
lobby.gameStarted = false;
}
return;
}
// Handle spectator disconnect
const spectator = lobby.spectators.get(socket.id);
if (spectator) {
console.log(`${spectator.name} (spectator) disconnected`);
lobby.spectators.delete(socket.id);
io.to(LOBBY_ROOM).emit('spectator-left', {
spectatorId: socket.id,
spectators: getSpectatorsList()
});
}
});
});
@@ -238,6 +277,13 @@ function getPlayersList() {
}));
}
function getSpectatorsList() {
return Array.from(lobby.spectators.values()).map(s => ({
id: s.id,
name: s.name
}));
}
function isValidPosition(piece, x, y, board, shape = null) {
const s = shape || piece.shape;
for (let row = 0; row < s.length; row++) {
@@ -245,8 +291,8 @@ function isValidPosition(piece, x, y, board, shape = null) {
if (s[row][col]) {
const newX = x + col;
const newY = y + row;
if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) return false;
if (newY >= 0 && board[newY][newX]) return false;
if (newX < 0 || newX >= BOARD_WIDTH || newY < 0 || newY >= BOARD_HEIGHT) return false;
if (board[newY][newX]) return false;
}
}
}
@@ -268,6 +314,7 @@ function getRandomPiece() {
function spawnPiece(player) {
player.currentPiece = player.nextPiece;
player.nextPiece = getRandomPiece();
if (!player.currentPiece) return false;
return isValidPosition(player.currentPiece, player.currentPiece.x, player.currentPiece.y, player.board);
}
@@ -323,9 +370,11 @@ function sendGarbage(sender, rowsCleared) {
const garbageRows = rowsCleared >= 4 ? rowsCleared : Math.max(1, rowsCleared - 1);
const opponents = Array.from(lobby.players.values()).filter(p => p.id !== sender.id && !p.eliminated);
if (opponents.length === 0) return;
for (let i = 0; i < garbageRows; i++) {
const target = opponents[Math.floor(Math.random() * opponents.length)];
addGarbageToPlayer(target);
// Send all garbage rows to each opponent
for (const opponent of opponents) {
for (let i = 0; i < garbageRows; i++) {
addGarbageToPlayer(opponent);
}
}
}
@@ -376,7 +425,7 @@ function startGame() {
function gameTick() {
for (const player of lobby.players.values()) {
if (player.eliminated) continue;
if (player.eliminated || !player.currentPiece) continue;
player.dropCounter += 50;
if (player.dropCounter >= player.dropInterval) {
@@ -421,6 +470,38 @@ function checkGameOver() {
lobby.gameInterval = null;
}
lobby.gameStarted = false;
// Move spectators to players for next round
for (const [id, spectator] of lobby.spectators.entries()) {
const player = {
id: spectator.id,
name: spectator.name,
score: 0,
lines: 0,
level: 1,
board: createEmptyBoard(),
currentPiece: null,
nextPiece: null,
eliminated: false,
ready: false,
dropCounter: 0,
dropInterval: 1000
};
lobby.players.set(id, player);
spectator.socket = io.sockets.sockets.get(id);
if (spectator.socket) {
spectator.socket.data.playerName = spectator.name;
}
}
lobby.spectators.clear();
// Broadcast updated player list
io.to(LOBBY_ROOM).emit('player-joined', {
player: null,
players: getPlayersList()
});
console.log(`Game over. Moved ${activePlayers.length === 1 ? 0 : lobby.players.size} players to next round`);
}
}