added handling for end of game
This commit is contained in:
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README.md
43
README.md
@ -1,29 +1,33 @@
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# <center>Online Multiplayer Ludo Game</center>
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# <center>Online Multiplayer Ludo Game</center>
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\>\> [Play Online here](www.github.com/wenszel/mern-ludo) <<
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\>\> [Play Online here](www.github.com/wenszel/mern-ludo) <<
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\>\> [Watch YouTube Video here](www.github.com/wenszel/mern-ludo) <<
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\>\> [Watch YouTube Video here](www.github.com/wenszel/mern-ludo) <<
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## Table of content
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## Table of content
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- [About](#about)
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- [About](#about)
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- [Architecture](#architecture)
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- [Architecture](#architecture)
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- [Key Features and Challenges](#key-features-and-challenges)
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- [Key Features and Challenges](#key-features-and-challenges)
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- [Tech Stack](#tech-stack)
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- [Tech Stack](#tech-stack)
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- [Installation](#installation)
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- [Installation](#installation)
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- [Screenshots](#screenshots)
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- [Screenshots](#screenshots)
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## About
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## About
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Ludo Online is a multiplayer web-based implementation of the classic board game Ludo, built using the MERN stack and integrated with SocketIO for real-time communication.
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## Architecture
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## Tech Stack
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## Tech Stack
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Frontend:
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@ -34,22 +38,23 @@ Tests:
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Tools:
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## Key Features and Challenges
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## Key Features and Challenges
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- Maintained session consistency with **Express Session** and **MongoDB**.
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- Enabled real-time communication via **WebSocket** and **SocketIO**.
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- Ensured code reliability with testing using **Mocha**, **Chai**, and **Jest**.
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- Ensured code reliability with testing using **Mocha**, **Chai**, and **Jest**.
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- Hosted in a **Docker** container on **AWS EC2**.
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- Established CI/CD using **CircleCI**.
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## Installation
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## Installation
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1. Download this repository
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2. Generate your own [mongoDB atlas](https://www.mongodb.com) credential URL. It should looks like this:
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```
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mongodb+srv://madmin:<password>@clustername.mongodb.net/<dbname>?retryWrites=true&w=majority
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```
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3. Add this URL to the /backend/credentials.js file
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4. Perform these commands in the main directory:
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@ -61,6 +66,10 @@ npm i
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node server.js
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```
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## Screenshots
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## Screenshots
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@ -1,5 +1,5 @@
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const { getRoom, updateRoom } = require('../services/roomService');
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const { sendToPlayersRolledNumber } = require('../socket/emits');
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const { sendToPlayersRolledNumber, sendWinner } = require('../socket/emits');
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const { rollDice, isMoveValid } = require('./handlersFunctions');
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module.exports = socket => {
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@ -7,12 +7,18 @@ module.exports = socket => {
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const handleMovePawn = async pawnId => {
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const room = await getRoom(req.session.roomId);
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if (room.winner) return;
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const pawn = room.getPawn(pawnId);
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if (isMoveValid(req.session, pawn, room)) {
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const newPositionOfMovedPawn = pawn.getPositionAfterMove(room.rolledNumber);
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room.changePositionOfPawn(pawn, newPositionOfMovedPawn);
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room.beatPawns(newPositionOfMovedPawn, req.session.color);
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room.changeMovingPlayer();
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const winner = room.getWinner();
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if (winner) {
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room.endGame(winner);
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sendWinner(room._id.toString(), winner);
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}
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await updateRoom(room);
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}
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};
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@ -1,4 +1,4 @@
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const { sendToPlayersRolledNumber } = require('../socket/emits');
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const { sendToPlayersRolledNumber, sendWinner } = require('../socket/emits');
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const rollDice = () => {
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const rolledNumber = Math.ceil(Math.random() * 6);
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@ -8,6 +8,7 @@ const rollDice = () => {
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const makeRandomMove = async roomId => {
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const { updateRoom, getRoom } = require('../services/roomService');
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const room = await getRoom(roomId);
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if (room.winner) return;
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if (room.rolledNumber === null) {
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room.rolledNumber = rollDice();
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sendToPlayersRolledNumber(room._id.toString(), room.rolledNumber);
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@ -19,6 +20,11 @@ const makeRandomMove = async roomId => {
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room.movePawn(randomPawn);
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}
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room.changeMovingPlayer();
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const winner = room.getWinner();
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if (winner) {
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room.endGame(winner);
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sendWinner(room._id.toString(), winner);
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}
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await updateRoom(room);
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};
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@ -12,6 +12,14 @@ module.exports = socket => {
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addPlayerToExistingRoom(room, data);
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};
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const handleExit = async () => {
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req.session.reload(err => {
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if (err) return socket.disconnect();
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req.session.destroy();
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socket.emit('redirect');
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});
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};
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const handleReady = async () => {
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const room = await getRoom(req.session.roomId);
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room.getPlayer(req.session.playerId).changeReadyStatus();
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@ -45,4 +53,5 @@ module.exports = socket => {
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socket.on('player:login', handleLogin);
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socket.on('player:ready', handleReady);
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socket.on('player:exit', handleExit);
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};
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@ -1,5 +1,5 @@
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const { getRooms, getRoom, updateRoom, createNewRoom } = require('../services/roomService');
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const { sendToOnePlayerRooms, sendToOnePlayerData } = require('../socket/emits');
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const { sendToOnePlayerRooms, sendToOnePlayerData, sendWinner } = require('../socket/emits');
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module.exports = socket => {
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const req = socket.request;
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@ -13,6 +13,7 @@ module.exports = socket => {
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await updateRoom(room);
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}
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sendToOnePlayerData(socket.id, room);
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if (room.winner) sendWinner(socket.id, room.winner);
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};
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const handleGetAllRooms = async () => {
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@ -15,6 +15,7 @@ const RoomSchema = new mongoose.Schema({
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timeoutID: Number,
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rolledNumber: Number,
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players: [PlayerSchema],
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winner: { type: String, default: null },
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pawns: {
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type: [PawnSchema],
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default: () => {
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@ -45,6 +46,7 @@ RoomSchema.methods.beatPawns = function (position, attackingPawnColor) {
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};
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RoomSchema.methods.changeMovingPlayer = function () {
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if (this.winner) return;
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const playerIndex = this.players.findIndex(player => player.nowMoving === true);
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this.players[playerIndex].nowMoving = false;
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if (playerIndex + 1 === this.players.length) {
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@ -87,6 +89,31 @@ RoomSchema.methods.startGame = function () {
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this.timeoutID = setTimeout(makeRandomMove, 15000, this._id.toString());
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};
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RoomSchema.methods.endGame = function (winner) {
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this.timeoutID = null;
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this.rolledNumber = null;
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this.nextMoveTime = null;
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this.players.map(player => (player.nowMoving = false));
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this.winner = winner;
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this.save();
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};
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RoomSchema.methods.getWinner = function () {
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if (this.pawns.filter(pawn => pawn.color === 'red' && pawn.position === 73).length === 4) {
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return 'red';
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}
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if (this.pawns.filter(pawn => pawn.color === 'blue' && pawn.position === 79).length === 4) {
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return 'blue';
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}
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if (this.pawns.filter(pawn => pawn.color === 'green' && pawn.position === 85).length === 4) {
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return 'green';
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}
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if (this.pawns.filter(pawn => pawn.color === 'yellow' && pawn.position === 91).length === 4) {
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return 'yellow';
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}
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return null;
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};
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RoomSchema.methods.isFull = function () {
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if (this.players.length === 4) {
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this.full = true;
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@ -16,4 +16,14 @@ const sendToOnePlayerRooms = (id, rooms) => {
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socketManager.getIO().to(id).emit('room:rooms', JSON.stringify(rooms));
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};
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module.exports = { sendToPlayersData, sendToPlayersRolledNumber, sendToOnePlayerData, sendToOnePlayerRooms };
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const sendWinner = (id, winner) => {
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socketManager.getIO().to(id).emit('game:winner', winner);
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};
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module.exports = {
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sendToPlayersData,
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sendToPlayersRolledNumber,
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sendToOnePlayerData,
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sendToOnePlayerRooms,
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sendWinner,
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};
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@ -4,11 +4,13 @@ import { PlayerDataContext, SocketContext } from '../../App';
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import useSocketData from '../../hooks/useSocketData';
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import Map from './Map/Map';
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import Navbar from '../Navbar/Navbar';
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import Overlay from '../Overlay/Overlay';
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import styles from './Gameboard.module.css';
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import trophyImage from '../../images/trophy.webp';
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const Gameboard = () => {
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const socket = useContext(SocketContext);
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const context = useContext(PlayerDataContext);
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const [pawns, setPawns] = useState([]);
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const [players, setPlayers] = useState([]);
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@ -20,6 +22,8 @@ const Gameboard = () => {
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const [movingPlayer, setMovingPlayer] = useState('red');
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const [winner, setWinner] = useState(null);
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useEffect(() => {
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socket.emit('room:data', context.roomId);
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socket.on('room:data', data => {
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@ -47,11 +51,18 @@ const Gameboard = () => {
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setTime(data.nextMoveTime);
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setStarted(data.started);
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});
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}, [socket]);
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socket.on('game:winner', winner => {
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setWinner(winner);
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});
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socket.on('redirect', () => {
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window.location.reload();
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});
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}, [socket, context.playerId, context.roomId, setRolledNumber]);
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return (
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<>
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{(players[0] && !started) || (time && started) ? (
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{pawns.length === 16 ? (
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<div className='container'>
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<Navbar
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players={players}
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@ -61,12 +72,24 @@ const Gameboard = () => {
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movingPlayer={movingPlayer}
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rolledNumber={rolledNumber}
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nowMoving={nowMoving}
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ended={winner !== null}
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/>
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<Map pawns={pawns} nowMoving={nowMoving} rolledNumber={rolledNumber} />
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</div>
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) : (
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<ReactLoading type='spinningBubbles' color='white' height={667} width={375} />
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)}
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{winner ? (
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<Overlay>
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<div className={styles.winnerContainer}>
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<img src={trophyImage} alt='winner' />
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<h1>
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1st: <span style={{ color: winner }}>{winner}</span>
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</h1>
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<button onClick={() => socket.emit('player:exit')}>Play again</button>
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</div>
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</Overlay>
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) : null}
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</>
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);
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};
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20
src/components/Gameboard/Gameboard.module.css
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20
src/components/Gameboard/Gameboard.module.css
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.winnerContainer {
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display: flex;
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flex-direction: column;
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padding: 40px;
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width: 300px;
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height: 250px;
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background: radial-gradient(circle, rgba(0, 138, 255, 1) 5%, rgba(9, 9, 121, 1) 81%);
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color: white;
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border: 1px solid white;
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border-radius: 8px;
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margin: 20px;
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z-index: 2;
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justify-content: center;
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text-align: center;
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cursor: default;
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}
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.winnerContainer > button {
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align-self: center;
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width: 200px;
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}
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</tr>
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</thead>
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<tbody>
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{rooms.map((room, index) => (
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<tr key={index}>
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<td>{room.private ? <img src={lock} alt='private' /> : null}</td>
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<td className={styles.roomName}>{room.name}</td>
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<td>{`${room.players.length}/4`}</td>
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<td>{room.isStarted ? 'started' : 'waiting'}</td>
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<td className={styles.lastColumn}>
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<button onClick={() => handleJoinClick(room)}>Join</button>
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</td>
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</tr>
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))}
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{rooms.map((room, index) => {
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return room.started ? null : (
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<tr key={index}>
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<td>{room.private ? <img src={lock} alt='private' /> : null}</td>
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<td className={styles.roomName}>{room.name}</td>
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<td>{`${room.players.length}/4`}</td>
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<td>{room.isStarted ? 'started' : 'waiting'}</td>
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<td className={styles.lastColumn}>
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<button onClick={() => handleJoinClick(room)}>Join</button>
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</td>
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</tr>
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);
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})}
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</tbody>
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</table>
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);
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@ -7,7 +7,7 @@ import { useContext } from 'react';
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import { PlayerDataContext } from '../../App';
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import styles from './Navbar.module.css';
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const Navbar = ({ players, started, time, isReady, rolledNumber, nowMoving, movingPlayer }) => {
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const Navbar = ({ players, started, time, isReady, rolledNumber, nowMoving, movingPlayer, ended }) => {
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const context = useContext(PlayerDataContext);
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const diceProps = {
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@ -21,7 +21,7 @@ const Navbar = ({ players, started, time, isReady, rolledNumber, nowMoving, movi
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{players.map((player, index) => (
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<div className={`${styles.playerContainer} ${styles[PLAYER_COLORS[index]]}`} key={index}>
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<NameContainer player={player} time={time} />
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{started ? <Dice playerColor={PLAYER_COLORS[index]} {...diceProps} /> : null}
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{started && !ended ? <Dice playerColor={PLAYER_COLORS[index]} {...diceProps} /> : null}
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{context.color === player.color && !started ? <ReadyButton isReady={isReady} /> : null}
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</div>
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))}
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BIN
src/images/lobby.png
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BIN
src/images/lobby.png
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After Width: | Height: | Size: 572 KiB |
BIN
src/images/trophy.webp
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BIN
src/images/trophy.webp
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Binary file not shown.
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After Width: | Height: | Size: 20 KiB |
BIN
src/images/winner.png
Normal file
BIN
src/images/winner.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 246 KiB |
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