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-rw-r--r--frontend/src/game/App.jsx99
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diff --git a/frontend/src/game/App.jsx b/frontend/src/game/App.jsx
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+import { useState, useEffect } from 'react';
+import useWebSocket, { ReadyState } from 'react-use-websocket';
+import { useDebouncedCallback } from 'use-debounce';
+import Connecting from './apps/Connecting.jsx';
+import Waiting from './apps/Waiting.jsx';
+import Starting from './apps/Starting.jsx';
+import Gaming from './apps/Gaming.jsx';
+import Finished from './apps/Finished.jsx';
+import Failed from './apps/Failed.jsx';
+import { GAME_STATE_CONNECTING, GAME_STATE_WAITING, GAME_STATE_STARTING, GAME_STATE_GAMING, GAME_STATE_FINISHED, GAME_STATE_FAILED } from './GameState.js';
+
+export default ({ gameId, team }) => {
+ // const socketUrl = `wss://t.nil.ninja/iosdc/2024/sock/golf/${gameId}/${team}/`;
+ const socketUrl = `ws://localhost:8002/sock/golf/${gameId}/${team}/`;
+
+ const { sendJsonMessage, lastJsonMessage, readyState } = useWebSocket(socketUrl);
+
+ const [gameState, setGameState] = useState(GAME_STATE_CONNECTING);
+
+ const [problem, setProblem] = useState(null);
+
+ // in seconds
+ const [timeLeft, setTimeLeft] = useState(null);
+ useEffect(() => {
+ if (gameState === GAME_STATE_STARTING && timeLeft !== null) {
+ const timer = setInterval(() => {
+ setTimeLeft(prevTime => {
+ if (prevTime <= 1) {
+ clearInterval(timer);
+ setGameState(GAME_STATE_GAMING);
+ return 0;
+ }
+ return prevTime - 1;
+ });
+ }, 1000);
+
+ return () => clearInterval(timer);
+ }
+ }, [gameState]);
+
+ const [score, setScore] = useState(null);
+
+ const [result, setResult] = useState(null);
+
+ const onCodeChange = useDebouncedCallback((data) => {
+ sendJsonMessage({ type: 'code', data });
+ }, 1000);
+
+ useEffect(() => {
+ if (readyState === ReadyState.UNINSTANTIATED) {
+ setGameState(GAME_STATE_FAILED);
+ } else if (readyState === ReadyState.CLOSING || readyState === ReadyState.CLOSED) {
+ if (gameState !== GAME_STATE_FINISHED) {
+ setGameState(GAME_STATE_FAILED);
+ }
+ } else if (readyState === ReadyState.CONNECTING) {
+ setGameState(GAME_STATE_CONNECTING);
+ } else if (readyState === ReadyState.OPEN) {
+ if (lastJsonMessage !== null) {
+ if (lastJsonMessage.type === 'prepare') {
+ const { problem } = lastJsonMessage.data;
+ setProblem(problem);
+ sendJsonMessage({ type: 'ready', data: {} });
+ } else if (lastJsonMessage.type === 'start') {
+ const { startTime } = lastJsonMessage.data;
+ const startTimeMs = Date.parse(startTime);
+ setTimeLeft(Math.max(0, Math.floor((startTimeMs - Date.now()) / 1000)));
+ setGameState(GAME_STATE_STARTING);
+ } else if (lastJsonMessage.type === 'finish') {
+ const result = lastJsonMessage.data;
+ setResult(result);
+ setGameState(GAME_STATE_FINISHED);
+ } else if (lastJsonMessage.type === 'score') {
+ const { score } = lastJsonMessage.data;
+ setScore(score);
+ } else {
+ setGameState(GAME_STATE_FAILED);
+ }
+ } else {
+ setGameState(GAME_STATE_WAITING);
+ sendJsonMessage({ type: 'connect', data: {} });
+ }
+ }
+ }, [readyState, lastJsonMessage]);
+
+ return (
+ <div>
+ <h1>Game #{gameId} (team #{team})</h1>
+ <div>
+ { gameState === GAME_STATE_CONNECTING ? (<Connecting gameId={gameId} team={team} />)
+ : gameState === GAME_STATE_WAITING ? (<Waiting gameId={gameId} team={team} />)
+ : gameState === GAME_STATE_STARTING ? (<Starting gameId={gameId} team={team} timeLeft={timeLeft} />)
+ : gameState === GAME_STATE_GAMING ? (<Gaming gameId={gameId} team={team} problem={problem} score={score} onCodeChange={onCodeChange} />)
+ : gameState === GAME_STATE_FINISHED ? (<Finished gameId={gameId} team={team} result={result} />)
+ : (<Failed />) }
+ </div>
+ </div>
+ );
+};