Files
battle-royal-tetris/public/js/app.js
T
jozamudi e3f594e44e Show garbage received on player elimination
- Add garbageReceived array to player objects
- Track garbage in addGarbageToPlayer() with sender name
- Include garbageReceived in getStates() output
- Update endGame() to pass garbage stats to UI
- Update showGameOver() to display garbage count per player
- Add CSS styling for eliminated players and garbage column
- Bump CSS version for cache refresh

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-21 02:44:39 +00:00

260 lines
7.5 KiB
JavaScript

// Main Application - Ties everything together
let localGame = null;
let renderer = null;
let lastTime = 0;
// Initialize when DOM is ready
document.addEventListener('DOMContentLoaded', () => {
// Connect to server
network.connect();
// Initialize renderer
renderer = new TetrisRenderer('battle-grid');
// Setup network listeners
setupNetworkListeners();
// Setup keyboard controls
setupKeyboardControls();
});
function setupNetworkListeners() {
// Player joined lobby
network.setListener('player-joined', (player) => {
ui.updatePlayerList(network.getAllPlayers());
// Show lobby screen if we're on the login screen
if (ui.screens.room.classList.contains('active')) {
ui.showScreen('lobby');
}
});
// Player left lobby
network.setListener('player-left', (playerId) => {
ui.updatePlayerList(network.getAllPlayers());
});
// Game started
network.setListener('game-started', (players, states) => {
ui.showScreen('game');
ui.displays.gameRoomName.textContent = 'GLOBAL LOBBY';
// Clear old boards
renderer.clearAll();
// Create boards for all players
states.forEach((state) => {
const player = network.getPlayer(state.playerId);
renderer.createPlayerBoard(state.playerId, player.name);
// Initialize local game for current player
if (state.playerId === network.currentPlayerId) {
localGame = new TetrisGame(state.playerId);
localGame.loadState(state);
}
});
// Set up battle grid layout
updateBattleGridLayout(players.length);
// Start game loop
lastTime = performance.now();
requestAnimationFrame(gameLoop);
});
// State update during game
network.setListener('state-update', (states) => {
// Update local game if it's our state
const localState = states.find(s => s.playerId === network.currentPlayerId);
if (localState) {
localGame.loadState(localState);
}
// Check for game over
const allStates = network.getAllGameStates();
const activePlayers = Object.values(allStates).filter(s => !s.eliminated);
if (activePlayers.length <= 1) {
endGame(allStates);
}
});
// Game over
network.setListener('game-over', (data) => {
endGame(data.states);
});
// Forced spectator - game already in progress
network.setListener('forced-spectator', ({ states, players }) => {
ui.showScreen('game');
ui.showSpectatorMode();
// Clear old boards
renderer.clearAll();
// Create boards for all players (spectator can see everyone)
states.forEach((state) => {
const player = network.getPlayer(state.playerId);
renderer.createPlayerBoard(state.playerId, player.name);
});
// Set up battle grid layout
updateBattleGridLayout(players.length);
// Start game loop for viewing
lastTime = performance.now();
requestAnimationFrame(gameLoop);
});
// Spectator joined
network.setListener('spectator-joined', (spectator) => {
ui.updateSpectatorList(network.getAllSpectators());
});
// Spectator left
network.setListener('spectator-left', (spectatorId) => {
ui.updateSpectatorList(network.getAllSpectators());
});
}
function setupKeyboardControls() {
document.addEventListener('keydown', (e) => {
// Spectators cannot control the game
if (network.isSpectator) return;
if (ui.screens.game.classList.contains('active') && localGame) {
switch (e.key) {
case 'ArrowLeft':
network.sendMove('left');
e.preventDefault();
break;
case 'ArrowRight':
network.sendMove('right');
e.preventDefault();
break;
case 'ArrowDown':
network.sendDrop();
e.preventDefault();
break;
case 'ArrowUp':
network.sendRotate();
e.preventDefault();
break;
case ' ':
network.sendHardDrop();
e.preventDefault();
break;
case 'c':
case 'C':
network.sendHold();
e.preventDefault();
break;
}
}
});
// Touch controls for mobile
const btnLeft = document.getElementById('btn-left');
const btnRight = document.getElementById('btn-right');
const btnDown = document.getElementById('btn-down');
const btnRotate = document.getElementById('btn-rotate');
const btnDrop = document.getElementById('btn-drop');
const btnHold = document.getElementById('btn-hold');
const handleTouch = (e, action) => {
e.preventDefault();
e.stopPropagation();
// Spectators cannot control the game
if (network.isSpectator) return;
if (ui.screens.game.classList.contains('active')) {
action();
}
};
// Use pointerdown for better touch response
btnLeft.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendMove('left')));
btnRight.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendMove('right')));
btnDown.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendDrop()));
btnRotate.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendRotate()));
btnDrop.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHardDrop()));
btnHold.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHold()));
// Prevent double-tap zoom
btnLeft.addEventListener('touchstart', (e) => e.preventDefault());
btnRight.addEventListener('touchstart', (e) => e.preventDefault());
btnDown.addEventListener('touchstart', (e) => e.preventDefault());
btnRotate.addEventListener('touchstart', (e) => e.preventDefault());
btnDrop.addEventListener('touchstart', (e) => e.preventDefault());
btnHold.addEventListener('touchstart', (e) => e.preventDefault());
}
function updateBattleGridLayout(playerCount) {
ui.displays.battleGrid.classList.remove('single-player', 'two-players', 'multi-player');
if (playerCount === 1) {
ui.displays.battleGrid.classList.add('single-player');
} else if (playerCount === 2) {
ui.displays.battleGrid.classList.add('two-players');
} else {
ui.displays.battleGrid.classList.add('multi-player');
}
}
function endGame(states) {
// Find winner
const activePlayers = Object.values(states).filter(s => !s.eliminated);
const eliminatedPlayers = Object.values(states).filter(s => s.eliminated);
let winner = null;
let scores = {};
if (activePlayers.length === 1) {
const winnerState = activePlayers[0];
const winnerPlayer = network.getPlayer(winnerState.playerId);
winner = winnerPlayer.name;
}
// Build scores list with garbage info
Object.values(states).forEach(state => {
const player = network.getPlayer(state.playerId);
if (player) {
scores[player.name] = {
score: state.score,
garbageReceived: (state.garbageReceived || []).length,
eliminated: state.eliminated
};
}
});
// Reset spectator mode for next round
network.isSpectator = false;
ui.hideSpectatorMode();
ui.showGameOver(winner, scores);
}
function gameLoop(currentTime) {
if (!ui.screens.game.classList.contains('active')) {
return;
}
const deltaTime = currentTime - lastTime;
lastTime = currentTime;
// Update local game
if (localGame) {
localGame.update(deltaTime);
}
// Render all players
const allStates = network.getAllGameStates();
Object.values(allStates).forEach(state => {
renderer.renderPlayer(state.playerId, state);
});
// Set active player highlight (or null for spectators to show all boards equally)
renderer.setActivePlayer(network.isSpectator ? null : network.currentPlayerId);
requestAnimationFrame(gameLoop);
}