220 lines
8.5 KiB
JavaScript
220 lines
8.5 KiB
JavaScript
import React, { useEffect, useRef, useState, useContext, useCallback } from 'react';
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import { PlayerDataContext, SocketContext } from '../../App';
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import positions from './positions';
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const Map = ({ pawns, nowMoving, rolledNumber }) => {
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const context = useContext(PlayerDataContext);
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const socket = useContext(SocketContext);
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const [hintPawn, setHintPawn] = useState();
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const [blinking, setBlinking] = useState(false);
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const paintPawn = (context, x, y, color) => {
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const circle = new Path2D();
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circle.arc(x, y, 12, 0, 2 * Math.PI);
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context.strokeStyle = 'black';
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context.stroke(circle);
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context.fillStyle = color;
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context.fill(circle);
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return circle;
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};
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const canvasRef = useRef(null);
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// Return true when pawn can move
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const checkIfPawnCanMove = useCallback(
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pawn => {
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// If is in base
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if ((rolledNumber === 1 || rolledNumber === 6) && pawn.position === pawn.basePos) {
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return true;
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// Other situations: pawn is on map or pawn is in end positions
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} else if (pawn.position !== pawn.basePos) {
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switch (pawn.color) {
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case 'red':
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if (pawn.position + rolledNumber <= 73) return true;
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break;
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case 'blue':
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if (pawn.position + rolledNumber <= 79) return true;
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break;
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case 'green':
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if (pawn.position + rolledNumber <= 85) return true;
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break;
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case 'yellow':
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if (pawn.position + rolledNumber <= 91) return true;
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break;
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default:
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return false;
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}
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} else {
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return false;
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}
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},
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[rolledNumber]
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);
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const handleCanvasClick = event => {
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// If hint pawn exist it means that pawn can move
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if (hintPawn) {
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const canvas = canvasRef.current;
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const ctx = canvas.getContext('2d');
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const rect = canvas.getBoundingClientRect(),
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x = event.clientX - rect.left,
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y = event.clientY - rect.top;
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for (const pawn of pawns) {
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if (ctx.isPointInPath(pawn.circle, x, y)) {
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socket.emit('game:move', { pawnId: pawn._id });
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}
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}
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}
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};
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const getHintPawnPosition = pawn => {
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// Based on color (because specific color have specific base and end positions)
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let { position } = pawn;
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switch (context.color) {
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case 'red':
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// When in base
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if (position >= 0 && position <= 3) {
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return 16;
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// Next to end
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} else if (position <= 66 && position + rolledNumber >= 67) {
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return position + rolledNumber + 1; // 1 is difference between last position on map and first on end
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// Normal move
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} else {
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return position + rolledNumber;
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}
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case 'blue':
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// When in base
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if (position >= 4 && position <= 7) {
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return 55;
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// Next to red base
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} else if (position <= 67 && position + rolledNumber > 67) {
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return position + rolledNumber - 52;
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// Next to base
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} else if (position <= 53 && position + rolledNumber >= 54) {
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return position + rolledNumber + 20;
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// Normal move
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} else {
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return position + rolledNumber;
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}
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case 'green':
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// When in base
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if (position >= 8 && position <= 11) {
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return 42;
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// Next to red base
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} else if (position <= 67 && position + rolledNumber > 67) {
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return position + rolledNumber - 52;
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// Next to base
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} else if (position <= 40 && position + rolledNumber >= 41) {
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return position + rolledNumber + 39;
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// Normal move
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} else {
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return position + rolledNumber;
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}
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case 'yellow':
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// When in base
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if (position >= 12 && position <= 15) {
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return 29;
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// Next to red base
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} else if (position <= 67 && position + rolledNumber > 67) {
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return position + rolledNumber - 52;
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// Next to base
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} else if (position <= 27 && position + rolledNumber >= 28) {
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return position + rolledNumber + 58;
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// Normal move
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} else {
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return position + rolledNumber;
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}
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default:
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return position;
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}
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};
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const handleMouseMove = event => {
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if (nowMoving && rolledNumber) {
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const canvas = canvasRef.current;
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const ctx = canvas.getContext('2d');
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// Gets x and y cords of mouse on canvas
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const rect = canvas.getBoundingClientRect(),
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x = event.clientX - rect.left,
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y = event.clientY - rect.top;
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canvas.style.cursor = 'default';
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for (const pawn of pawns) {
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if (pawn.circle) {
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/*
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This condition checks if mouse location is:
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1) on pawn
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2) is color of pawn same as player's
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3) if pawn can move
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And then sets cursor to pointer and paints hint pawn - where will be pawn after click
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*/
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if (
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ctx.isPointInPath(pawn.circle, x, y) &&
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context.color === pawn.color &&
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checkIfPawnCanMove(pawn)
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) {
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const pawnPosition = getHintPawnPosition(pawn);
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setBlinking(false);
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// Checks if pawn can make a move
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if (pawnPosition) {
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canvas.style.cursor = 'pointer';
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setHintPawn({ id: pawn._id, position: pawnPosition, color: 'grey' });
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break;
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}
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} else {
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setHintPawn(null);
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}
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}
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}
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}
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};
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const rerenderCanvas = useCallback(() => {
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const canvas = canvasRef.current;
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const ctx = canvas.getContext('2d');
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const image = new Image();
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image.src = 'https://img-9gag-fun.9cache.com/photo/a8GdpYZ_460s.jpg';
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image.onload = function () {
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ctx.drawImage(image, 0, 0);
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pawns.forEach((pawn, index) => {
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if (nowMoving && rolledNumber && blinking && pawn.color === context.color && checkIfPawnCanMove(pawn)) {
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pawns[index].circle = paintPawn(
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ctx,
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positions[pawn.position].x,
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positions[pawn.position].y,
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'white'
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);
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} else {
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pawns[index].circle = paintPawn(
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ctx,
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positions[pawn.position].x,
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positions[pawn.position].y,
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pawn.color
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);
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}
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setBlinking(!blinking);
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});
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if (hintPawn) {
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paintPawn(ctx, positions[hintPawn.position].x, positions[hintPawn.position].y, hintPawn.color);
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}
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};
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}, [checkIfPawnCanMove, context.color, hintPawn, nowMoving, pawns, rolledNumber]);
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// Rerender canvas when pawns have changed
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useEffect(() => {
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rerenderCanvas();
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}, [hintPawn, pawns, rerenderCanvas]);
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useEffect(() => {
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socket.on('game:move', () => {
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setHintPawn(null);
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});
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}, [socket]);
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return (
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<canvas
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className='canvas-container'
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width={480}
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height={480}
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ref={canvasRef}
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onClick={handleCanvasClick}
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onMouseMove={handleMouseMove}
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/>
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);
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};
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export default Map;
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