Add simple WebSocket multiplayer

This commit is contained in:
2026-05-05 11:40:05 -04:00
parent 2833d9610a
commit c7dcc71707
7 changed files with 495 additions and 33 deletions

174
game.js
View File

@@ -19,6 +19,7 @@ const resetButton = document.querySelector("#resetButton");
const xCapturesElement = document.querySelector("#xCaptures");
const oCapturesElement = document.querySelector("#oCaptures");
const moveList = document.querySelector("#moveList");
const networkStatus = document.querySelector("#networkStatus");
let board;
let currentPlayer;
@@ -26,6 +27,10 @@ let captures;
let gameOver;
let moveNumber;
let winningCells;
let socket;
let localPlayer = "";
let roomId = "";
let multiplayerState = "connecting";
function createBoard() {
return Array.from({ length: size }, () => Array(size).fill(empty));
@@ -40,12 +45,80 @@ function setupGame() {
winningCells = [];
moveList.innerHTML = "";
render();
setMessage("Trap enemy marks between your marks. First to four wins.");
}
function connectToServer() {
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
socket = new WebSocket(`${protocol}//${window.location.host}/ws`);
setMultiplayerState("connecting", "Connecting to matchmaker...");
socket.addEventListener("open", () => {
setMultiplayerState("waiting", "Connected. Waiting for another player...");
});
socket.addEventListener("message", (event) => {
const payload = JSON.parse(event.data);
handleServerMessage(payload);
});
socket.addEventListener("close", () => {
localPlayer = "";
roomId = "";
setMultiplayerState("error", "Connection closed. Refresh to reconnect.");
render();
});
socket.addEventListener("error", () => {
setMultiplayerState("error", "Could not reach the multiplayer server.");
render();
});
}
function handleServerMessage(payload) {
if (payload.type === "waiting") {
localPlayer = "";
roomId = "";
setupGame();
setMultiplayerState("waiting", "Waiting for another player...");
return;
}
if (payload.type === "paired") {
localPlayer = payload.player;
roomId = payload.roomId;
setupGame();
setMultiplayerState("paired", `You are ${localPlayer}. ${currentPlayer} plays first.`);
return;
}
if (payload.type === "move") {
applyMove(payload.row, payload.col, payload.player, "remote");
return;
}
if (payload.type === "reset") {
setupGame();
setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
return;
}
if (payload.type === "opponent-left") {
localPlayer = "";
roomId = "";
gameOver = true;
setMultiplayerState("error", payload.message || "Opponent disconnected. Waiting for a new player...");
render();
return;
}
if (payload.type === "error") {
setMultiplayerState("error", payload.message || "Multiplayer error.");
render();
}
}
function render() {
boardElement.innerHTML = "";
boardElement.style.setProperty("--size", size);
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
@@ -56,7 +129,7 @@ function render() {
cell.dataset.row = row;
cell.dataset.col = col;
cell.setAttribute("aria-label", cellLabel(row, col));
cell.disabled = gameOver || board[row][col] !== empty;
cell.disabled = !canPlayCell(row, col);
if (winningCells.some(([winRow, winCol]) => winRow === row && winCol === col)) {
cell.classList.add("winning");
@@ -69,7 +142,7 @@ function render() {
cell.append(mark);
}
cell.addEventListener("click", () => playMove(row, col));
cell.addEventListener("click", () => playLocalMove(row, col));
boardElement.append(cell);
}
}
@@ -78,6 +151,14 @@ function render() {
turnBadge.className = `turn-badge player-${currentPlayer.toLowerCase()}`;
xCapturesElement.textContent = captures.X;
oCapturesElement.textContent = captures.O;
resetButton.disabled = multiplayerState !== "paired";
}
function canPlayCell(row, col) {
return multiplayerState === "paired" &&
!gameOver &&
localPlayer === currentPlayer &&
board[row][col] === empty;
}
function cellLabel(row, col) {
@@ -86,41 +167,59 @@ function cellLabel(row, col) {
return mark ? `${mark} at ${position}` : `Empty cell at ${position}`;
}
function playMove(row, col) {
if (gameOver || board[row][col] !== empty) {
function playLocalMove(row, col) {
if (!canPlayCell(row, col)) {
return;
}
moveNumber += 1;
board[row][col] = currentPlayer;
const captured = captureFrom(row, col, currentPlayer);
captures[currentPlayer] += captured.length;
const applied = applyMove(row, col, localPlayer, "local");
if (!applied) {
return;
}
const win = findWin(currentPlayer);
addMove(row, col, captured.length);
sendToServer({ type: "move", roomId, row, col, player: localPlayer });
}
function applyMove(row, col, player, source) {
if (gameOver || player !== currentPlayer || board[row][col] !== empty) {
return false;
}
moveNumber += 1;
board[row][col] = player;
const captured = captureFrom(row, col, player);
captures[player] += captured.length;
const win = findWin(player);
addMove(row, col, player, captured.length);
if (win.length > 0) {
winningCells = win;
gameOver = true;
setMessage(`${currentPlayer} wins with four in a row.`);
setMultiplayerState("paired", `${player} wins with four in a row.`);
render();
return;
return true;
}
if (isDraw()) {
gameOver = true;
setMessage("Draw. The board is full.");
setMultiplayerState("paired", "Draw. The board is full.");
render();
return;
return true;
}
currentPlayer = opponentOf(currentPlayer);
setMessage(captured.length > 0
? `${opponentOf(currentPlayer)} captured ${captured.length}. ${currentPlayer} to play.`
: `${currentPlayer} to play.`
);
currentPlayer = opponentOf(player);
const captureMessage = captured.length > 0 ? `${player} captured ${captured.length}. ` : "";
const turnMessage = currentPlayer === localPlayer ? "Your turn." : `Waiting for ${currentPlayer}.`;
setMultiplayerState("paired", `${captureMessage}${turnMessage}`);
render();
flashCapturedCells(captured);
if (source === "remote" && currentPlayer === localPlayer) {
window.navigator.vibrate?.(40);
}
return true;
}
function captureFrom(row, col, player) {
@@ -200,17 +299,30 @@ function isInside(row, col) {
return row >= 0 && row < size && col >= 0 && col < size;
}
function addMove(row, col, captureCount) {
function addMove(row, col, player, captureCount) {
const item = document.createElement("li");
const captureText = captureCount === 0 ? "" : `, captured ${captureCount}`;
item.textContent = `${moveNumber}. ${currentPlayer} to ${row + 1},${col + 1}${captureText}`;
item.textContent = `${moveNumber}. ${player} to ${row + 1},${col + 1}${captureText}`;
moveList.prepend(item);
}
function setMessage(text) {
function setMultiplayerState(state, text) {
multiplayerState = state;
networkStatus.textContent = text;
networkStatus.className = `network-status ${state}`;
messageElement.textContent = text;
}
function sendToServer(payload) {
if (!socket || socket.readyState !== WebSocket.OPEN) {
setMultiplayerState("error", "Connection lost. Refresh to reconnect.");
render();
return;
}
socket.send(JSON.stringify(payload));
}
function flashCapturedCells(captured) {
for (const [row, col] of captured) {
const cell = boardElement.querySelector(`[data-row="${row}"][data-col="${col}"]`);
@@ -223,6 +335,16 @@ function flashCapturedCells(captured) {
}
}
resetButton.addEventListener("click", setupGame);
setupGame();
resetButton.addEventListener("click", () => {
if (multiplayerState !== "paired") {
return;
}
setupGame();
setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
sendToServer({ type: "reset", roomId });
});
setupGame();
connectToServer();