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Diffstat (limited to 'frontend/src/game/App.jsx')
| -rw-r--r-- | frontend/src/game/App.jsx | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/frontend/src/game/App.jsx b/frontend/src/game/App.jsx new file mode 100644 index 0000000..9a41ea4 --- /dev/null +++ b/frontend/src/game/App.jsx @@ -0,0 +1,99 @@ +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> + ); +}; |
