Add simple WebSocket multiplayer
This commit is contained in:
174
game.js
174
game.js
@@ -19,6 +19,7 @@ const resetButton = document.querySelector("#resetButton");
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const xCapturesElement = document.querySelector("#xCaptures");
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const oCapturesElement = document.querySelector("#oCaptures");
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const moveList = document.querySelector("#moveList");
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const networkStatus = document.querySelector("#networkStatus");
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let board;
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let currentPlayer;
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@@ -26,6 +27,10 @@ let captures;
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let gameOver;
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let moveNumber;
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let winningCells;
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let socket;
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let localPlayer = "";
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let roomId = "";
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let multiplayerState = "connecting";
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function createBoard() {
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return Array.from({ length: size }, () => Array(size).fill(empty));
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@@ -40,12 +45,80 @@ function setupGame() {
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winningCells = [];
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moveList.innerHTML = "";
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render();
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setMessage("Trap enemy marks between your marks. First to four wins.");
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}
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function connectToServer() {
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const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
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socket = new WebSocket(`${protocol}//${window.location.host}/ws`);
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setMultiplayerState("connecting", "Connecting to matchmaker...");
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socket.addEventListener("open", () => {
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setMultiplayerState("waiting", "Connected. Waiting for another player...");
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});
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socket.addEventListener("message", (event) => {
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const payload = JSON.parse(event.data);
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handleServerMessage(payload);
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});
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socket.addEventListener("close", () => {
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localPlayer = "";
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roomId = "";
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setMultiplayerState("error", "Connection closed. Refresh to reconnect.");
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render();
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});
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socket.addEventListener("error", () => {
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setMultiplayerState("error", "Could not reach the multiplayer server.");
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render();
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});
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}
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function handleServerMessage(payload) {
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if (payload.type === "waiting") {
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localPlayer = "";
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roomId = "";
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setupGame();
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setMultiplayerState("waiting", "Waiting for another player...");
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return;
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}
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if (payload.type === "paired") {
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localPlayer = payload.player;
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roomId = payload.roomId;
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setupGame();
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setMultiplayerState("paired", `You are ${localPlayer}. ${currentPlayer} plays first.`);
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return;
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}
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if (payload.type === "move") {
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applyMove(payload.row, payload.col, payload.player, "remote");
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return;
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}
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if (payload.type === "reset") {
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setupGame();
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setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
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return;
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}
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if (payload.type === "opponent-left") {
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localPlayer = "";
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roomId = "";
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gameOver = true;
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setMultiplayerState("error", payload.message || "Opponent disconnected. Waiting for a new player...");
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render();
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return;
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}
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if (payload.type === "error") {
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setMultiplayerState("error", payload.message || "Multiplayer error.");
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render();
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}
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}
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function render() {
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boardElement.innerHTML = "";
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boardElement.style.setProperty("--size", size);
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for (let row = 0; row < size; row += 1) {
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for (let col = 0; col < size; col += 1) {
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@@ -56,7 +129,7 @@ function render() {
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cell.dataset.row = row;
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cell.dataset.col = col;
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cell.setAttribute("aria-label", cellLabel(row, col));
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cell.disabled = gameOver || board[row][col] !== empty;
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cell.disabled = !canPlayCell(row, col);
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if (winningCells.some(([winRow, winCol]) => winRow === row && winCol === col)) {
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cell.classList.add("winning");
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@@ -69,7 +142,7 @@ function render() {
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cell.append(mark);
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}
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cell.addEventListener("click", () => playMove(row, col));
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cell.addEventListener("click", () => playLocalMove(row, col));
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boardElement.append(cell);
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}
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}
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@@ -78,6 +151,14 @@ function render() {
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turnBadge.className = `turn-badge player-${currentPlayer.toLowerCase()}`;
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xCapturesElement.textContent = captures.X;
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oCapturesElement.textContent = captures.O;
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resetButton.disabled = multiplayerState !== "paired";
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}
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function canPlayCell(row, col) {
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return multiplayerState === "paired" &&
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!gameOver &&
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localPlayer === currentPlayer &&
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board[row][col] === empty;
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}
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function cellLabel(row, col) {
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@@ -86,41 +167,59 @@ function cellLabel(row, col) {
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return mark ? `${mark} at ${position}` : `Empty cell at ${position}`;
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}
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function playMove(row, col) {
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if (gameOver || board[row][col] !== empty) {
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function playLocalMove(row, col) {
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if (!canPlayCell(row, col)) {
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return;
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}
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moveNumber += 1;
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board[row][col] = currentPlayer;
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const captured = captureFrom(row, col, currentPlayer);
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captures[currentPlayer] += captured.length;
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const applied = applyMove(row, col, localPlayer, "local");
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if (!applied) {
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return;
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}
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const win = findWin(currentPlayer);
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addMove(row, col, captured.length);
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sendToServer({ type: "move", roomId, row, col, player: localPlayer });
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}
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function applyMove(row, col, player, source) {
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if (gameOver || player !== currentPlayer || board[row][col] !== empty) {
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return false;
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}
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moveNumber += 1;
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board[row][col] = player;
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const captured = captureFrom(row, col, player);
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captures[player] += captured.length;
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const win = findWin(player);
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addMove(row, col, player, captured.length);
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if (win.length > 0) {
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winningCells = win;
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gameOver = true;
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setMessage(`${currentPlayer} wins with four in a row.`);
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setMultiplayerState("paired", `${player} wins with four in a row.`);
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render();
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return;
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return true;
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}
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if (isDraw()) {
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gameOver = true;
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setMessage("Draw. The board is full.");
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setMultiplayerState("paired", "Draw. The board is full.");
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render();
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return;
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return true;
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}
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currentPlayer = opponentOf(currentPlayer);
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setMessage(captured.length > 0
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? `${opponentOf(currentPlayer)} captured ${captured.length}. ${currentPlayer} to play.`
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: `${currentPlayer} to play.`
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);
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currentPlayer = opponentOf(player);
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const captureMessage = captured.length > 0 ? `${player} captured ${captured.length}. ` : "";
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const turnMessage = currentPlayer === localPlayer ? "Your turn." : `Waiting for ${currentPlayer}.`;
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setMultiplayerState("paired", `${captureMessage}${turnMessage}`);
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render();
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flashCapturedCells(captured);
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if (source === "remote" && currentPlayer === localPlayer) {
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window.navigator.vibrate?.(40);
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}
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return true;
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}
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function captureFrom(row, col, player) {
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@@ -200,17 +299,30 @@ function isInside(row, col) {
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return row >= 0 && row < size && col >= 0 && col < size;
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}
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function addMove(row, col, captureCount) {
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function addMove(row, col, player, captureCount) {
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const item = document.createElement("li");
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const captureText = captureCount === 0 ? "" : `, captured ${captureCount}`;
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item.textContent = `${moveNumber}. ${currentPlayer} to ${row + 1},${col + 1}${captureText}`;
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item.textContent = `${moveNumber}. ${player} to ${row + 1},${col + 1}${captureText}`;
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moveList.prepend(item);
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}
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function setMessage(text) {
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function setMultiplayerState(state, text) {
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multiplayerState = state;
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networkStatus.textContent = text;
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networkStatus.className = `network-status ${state}`;
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messageElement.textContent = text;
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}
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function sendToServer(payload) {
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if (!socket || socket.readyState !== WebSocket.OPEN) {
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setMultiplayerState("error", "Connection lost. Refresh to reconnect.");
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render();
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return;
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}
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socket.send(JSON.stringify(payload));
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}
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function flashCapturedCells(captured) {
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for (const [row, col] of captured) {
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const cell = boardElement.querySelector(`[data-row="${row}"][data-col="${col}"]`);
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@@ -223,6 +335,16 @@ function flashCapturedCells(captured) {
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}
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}
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resetButton.addEventListener("click", setupGame);
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setupGame();
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resetButton.addEventListener("click", () => {
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if (multiplayerState !== "paired") {
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return;
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}
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setupGame();
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setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
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sendToServer({ type: "reset", roomId });
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});
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setupGame();
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connectToServer();
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