Files
battle-royal-tetris/public/js/network.js
T
jozamudi e7917a338e Refactor to single global lobby
Changes:
- Removed room-based architecture, now using single global lobby
- Players only need to enter their name to join
- Game starts when all players in lobby are ready (min 2, max 8)
- Simplified UI - no room name field, shows "Global Lobby" header
- Updated all server events to use io.emit instead of io.to(roomName)

Files modified:
- server/index.js: Replaced rooms Map with single lobby object
- public/index.html: Removed room name input, updated button text
- public/js/network.js: Renamed joinRoom/leaveRoom to joinLobby/leaveLobby
- public/js/ui.js: Simplified join flow, removed room name validation
- public/js/app.js: Updated game header to show "GLOBAL LOBBY"
- PLAN.md: Marked all phases as complete
2026-03-20 07:09:51 -07:00

145 lines
3.3 KiB
JavaScript

// Network module - Socket.io client handling
class NetworkManager {
constructor() {
this.socket = null;
this.currentPlayerId = null;
this.players = {};
this.gameState = {};
this.listeners = {
onPlayerJoined: null,
onPlayerLeft: null,
onGameStarted: null,
onStateUpdate: null,
onGameOver: null
};
}
connect() {
this.socket = io();
this.socket.on('connect', () => {
console.log('Connected to server');
this.currentPlayerId = this.socket.id;
});
this.socket.on('disconnect', () => {
console.log('Disconnected from server');
});
this.socket.on('player-joined', ({ player, players }) => {
this.updatePlayers(players);
if (this.listeners.onPlayerJoined) {
this.listeners.onPlayerJoined(player);
}
});
this.socket.on('player-left', ({ playerId, players }) => {
delete this.players[playerId];
this.updatePlayers(players);
if (this.listeners.onPlayerLeft) {
this.listeners.onPlayerLeft(playerId);
}
});
this.socket.on('game-started', ({ players, states }) => {
this.updatePlayers(players);
this.updateStates(states);
if (this.listeners.onGameStarted) {
this.listeners.onGameStarted(players, states);
}
});
this.socket.on('state-update', (states) => {
this.updateStates(states);
if (this.listeners.onStateUpdate) {
this.listeners.onStateUpdate(states);
}
});
this.socket.on('game-over', (data) => {
if (this.listeners.onGameOver) {
this.listeners.onGameOver(data);
}
});
}
joinLobby(playerName) {
if (!this.socket) return;
this.socket.emit('join-lobby', { playerName });
}
leaveLobby() {
if (!this.socket) return;
}
ready() {
if (!this.socket) return;
this.socket.emit('ready');
}
sendMove(direction) {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-move', { playerId: this.currentPlayerId, direction });
}
sendRotate() {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-rotate', { playerId: this.currentPlayerId });
}
sendDrop() {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-drop', { playerId: this.currentPlayerId, hard: false });
}
sendHardDrop() {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-drop', { playerId: this.currentPlayerId, hard: true });
}
updatePlayers(players) {
this.players = {};
players.forEach(p => {
this.players[p.id] = p;
});
}
updateStates(states) {
states.forEach(s => {
this.gameState[s.playerId] = s;
});
}
getPlayer(playerId) {
return this.players[playerId];
}
getGameState(playerId) {
return this.gameState[playerId];
}
getAllPlayers() {
return this.players;
}
getAllGameStates() {
return this.gameState;
}
setListener(event, callback) {
const listenerMap = {
'player-joined': 'onPlayerJoined',
'player-left': 'onPlayerLeft',
'game-started': 'onGameStarted',
'state-update': 'onStateUpdate',
'game-over': 'onGameOver'
};
if (callback) {
this.listeners[listenerMap[event]] = callback;
}
}
}
const network = new NetworkManager();