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@ -1,286 +1,281 @@ |
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//used for the getting the word array
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const utils = require("./utils.js"); |
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/** |
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* Object used for storing rooms |
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* @param capacityP -- the number of people that can be in room |
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* @param pass -- the room password -- null if none |
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* @param owner -- the person who is creating the room |
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*/ |
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//used for the getting the word array
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const utils = require("./utils.js"); |
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class Room |
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{ |
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//max capacity of room -- default is 4 for now
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var capacity; |
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//name of the room
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var roomName; |
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constructor(capacityP, pass, owner) |
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{ |
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//max capacity of room -- default is 4 for now
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this.capacity = capacityP; |
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//list of words used in the game
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//7 for now will change later to be room specific
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var words = utils.getRandomWords(7); |
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//name of the room
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this.roomName = owner.name; |
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var currentWord = words.pop(); |
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//list of words used in the game
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//7 for now will change later to be room specific
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this.words = utils.getRandomWords(7); |
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//list players -- so we can push requests to them
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var users = []; |
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this.currentWord = this.words.pop(); |
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//increments when rounds pass
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var currentRound = 0; |
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//list players -- so we can push requests to them
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this.users = []; |
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// the password of the room -- null if no password
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var password; |
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//increments when rounds pass
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this.currentRound = 0; |
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/** |
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1 = Waiting for users |
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2 = Word shown, Waiting for response from users |
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3 = Showing Result |
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4 = Game Over, Display Final Results |
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*/ |
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var state = 1; |
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} |
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module.exports = |
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{ |
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/** |
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* Constructor for the module to initialise variables |
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* @param capacityP |
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* @param pass |
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* @param owner |
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*/ |
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createRoom: function(capacityP, pass, owner) |
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{ |
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this.addUser(owner); |
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password = pass; |
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capacity = capacityP; |
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roomName = owner.name; |
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}, |
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// the password of the room -- null if no password
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this.password = pass; |
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/** |
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* creates json to send in the 'roomUpdate' socket event |
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* |
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* {users: gameState: roundWinner: currentWord: } |
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1 = Waiting for users |
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2 = Word shown, Waiting for response from users |
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3 = Showing Result |
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4 = Game Over, Display Final Results |
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*/ |
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generateRoomUpdate: function() |
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{ |
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var result = new Object(); |
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this.state = 1; |
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result.users = []; |
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this.addUser(owner); |
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} |
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users.forEach(function(u) |
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{ |
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result.users.push(u.genJASON()); |
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}); |
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//sort the users based on score
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var countOuter = 0; |
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var countInner = 0; |
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var countSwap = 0; |
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// var swapped;
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// do
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// {
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// countOuter++;
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// swapped = false;
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// for(var i = 0; i < result.users.length; i++)
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// {
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// countInner++;
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// if(result.users[i].score && result.users[i + 1].score &&
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// result.users[i].score > result.users[i + 1].score)
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// {
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// countSwap++;
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// var temp = result.users[i];
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// result.users[i] = result.users[j];
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// result.users[j] = temp;
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// swapped = true;
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// }
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// }
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// } while(swapped);
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result.gameState = state; |
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//sets round winner
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var rWinner = -1; |
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for(var i = 0; i < users.length; i++) |
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{ |
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if(rWinner < users[i].roundScore) |
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{ |
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result.roundWinner = users[i].name; |
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rWinner = users[i].roundScore; |
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} |
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} |
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result.currentWord = currentWord; |
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/** |
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* creates json to send in the 'roomUpdate' socket event |
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* |
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* {users: gameState: roundWinner: currentWord: } |
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*/ |
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generateRoomUpdate() |
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{ |
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var result = new Object(); |
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return result; |
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}, |
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result.users = []; |
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/** |
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* grabs roomUpdate json and beams it to every user in the channel |
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*/ |
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sendRoomUpdate: function() |
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this.users.forEach(function(u) |
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{ |
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var message = this.generateRoomUpdate(); |
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this.users.forEach(function(u) |
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{ |
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//console.log("room update called");
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u.socket.emit('roomUpdate', message); |
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//console.log(message);
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}); |
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}, |
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/** |
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* adds a user to a room |
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* @param p |
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* return 0 if they could join |
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*/ |
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addUser: function(player) |
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result.users.push(u.genJASON()); |
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}); |
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//sort the users based on score
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var countOuter = 0; |
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var countInner = 0; |
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var countSwap = 0; |
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// var swapped;
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// do
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// {
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// countOuter++;
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// swapped = false;
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// for(var i = 0; i < result.users.length; i++)
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// {
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// countInner++;
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// if(result.users[i].score && result.users[i + 1].score &&
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// result.users[i].score > result.users[i + 1].score)
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// {
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// countSwap++;
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// var temp = result.users[i];
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// result.users[i] = result.users[j];
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// result.users[j] = temp;
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// swapped = true;
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// }
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// }
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// } while(swapped);
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result.gameState = this.state; |
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//sets round winner
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var rWinner = -1; |
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for(var i = 0; i < this.users.length; i++) |
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{ |
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//console.log("user added");
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//check if room is not full
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this.users.push(player); |
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player.room = this; |
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if(this.users.length == this.capacity) |
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if(rWinner < this.users[i].roundScore) |
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{ |
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this.state = 2; |
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result.roundWinner = this.users[i].name; |
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rWinner = this.users[i].roundScore; |
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} |
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} |
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console.log("user added to room " + player.name); |
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//console.log(this.users);
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result.currentWord = this.currentWord; |
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this.update(); |
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}, |
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return result; |
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} |
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/** |
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* Removes a specific user from the room and adjusts the size of the array |
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* if the array is empty, the room closes |
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* @param p |
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*/ |
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removeUser: function(p) |
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/** |
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* grabs roomUpdate json and beams it to every user in the channel |
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*/ |
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sendRoomUpdate() |
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{ |
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var message = this.generateRoomUpdate(); |
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this.users.forEach(function(u) |
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{ |
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console.log("remove users fnc called"); |
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var temp = new Array(); |
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//console.log("room update called");
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u.socket.emit('roomUpdate', message); |
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//console.log(message);
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}); |
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} |
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for(var i = 0; i < temp.length; i++) |
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{ |
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if(p.name === users[i].name) |
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{ |
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/** |
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* adds a user to a room |
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* @param p |
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* return 0 if they could join |
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*/ |
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addUser(player) |
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{ |
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//console.log("user added");
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//check if room is not full
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this.users.push(player); |
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player.room = this; |
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} |
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else |
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{ |
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temp.push(users[i]); |
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} |
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} |
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if(this.users.length == this.capacity) |
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{ |
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this.state = 2; |
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} |
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users = temp; |
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console.log("user added to room " + player.name); |
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//console.log(this.users);
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//if room is empty remove the room from rooms list
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if(users.length == 0) |
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{ |
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console.log("room scrubbed"); |
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delete rooms[roomName]; |
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} |
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this.update(); |
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} |
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this.update(); |
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}, |
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/** |
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* Whether or not a user can join this room -- checks for number of people are |
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* already in the room and the password |
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* @param p |
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* @returns {boolean} |
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*/ |
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canJoin: function(p) |
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/** |
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* Removes a specific user from the room and adjusts the size of the array |
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* if the array is empty, the room closes |
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* @param p |
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*/ |
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removeUser(p) |
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{ |
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console.log("remove users fnc called"); |
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var temp = new Array(); |
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for(var i = 0; i < temp.length; i++) |
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{ |
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if(password == null) |
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if(p.name === this.users[i].name) |
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{ |
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return (users.length < capacity); |
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} |
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else |
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{ |
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return (users.length < capacity) && (p === password); |
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temp.push(this.users[i]); |
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} |
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}, |
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/** |
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* starts new round for the room -- called once all the players have submitted |
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*/ |
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newRound: function() |
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} |
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this.users = temp; |
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//if room is empty remove the room from rooms list
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if(this.users.length == 0) |
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{ |
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console.log("new round started"); |
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if(words.length == 0) |
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{ |
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state == 4; |
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} |
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else |
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console.log("room scrubbed"); |
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delete rooms[this.roomName]; |
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} |
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this.update(); |
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} |
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/** |
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* Whether or not a user can join this room -- checks for number of people are |
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* already in the room and the password |
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* @param p |
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* @returns {boolean} |
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*/ |
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canJoin(p) |
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{ |
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if(this.password == null) |
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{ |
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return (this.users.length < this.capacity); |
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} |
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else |
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{ |
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return (this.users.length < this.capacity) && (p === this.password); |
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} |
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} |
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/** |
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* starts new round for the room -- called once all the players have submitted |
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*/ |
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newRound() |
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{ |
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console.log("new round started"); |
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if(this.words.length == 0) |
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{ |
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this.state == 4; |
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} |
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else |
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{ |
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this.currentRound++; |
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this.users.forEach(function(u) |
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{ |
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currentRound++; |
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users.forEach(function(u) |
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{ |
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u.submission = ''; |
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}); |
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currentWord = words.pop(); |
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state = 2; |
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} |
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this.sendRoomUpdate(); |
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}, |
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//updates room variables
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update: function() |
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u.submission = ''; |
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}); |
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this.currentWord = this.words.pop(); |
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this.state = 2; |
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} |
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this.sendRoomUpdate(); |
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} |
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//updates room variables
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update() |
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{ |
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switch(this.state) |
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{ |
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switch(state) |
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case 1: //waiting for users to join
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{ |
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case 1: //waiting for users to join
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if(this.users.length == this.capacity) |
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{ |
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if(users.length == capacity) |
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{ |
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this.newRound(); |
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} |
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break; |
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this.newRound(); |
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} |
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case 2: // waiting for responses
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break; |
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} |
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case 2: // waiting for responses
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{ |
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var flag = true; |
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var test = ""; |
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this.users.forEach(function(u) |
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{ |
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var flag = true; |
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var test = ""; |
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users.forEach(function(u) |
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{ |
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test+=u.submission; |
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if(u.submission === '') |
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{ |
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flag = false; |
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} |
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}); |
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console.log("big stuff " + test); |
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if(flag) |
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test+=u.submission; |
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if(u.submission === '') |
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{ |
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state = 3; |
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this.newRound(); |
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// setTimeout(function() {
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//
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// }, 4000);
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flag = false; |
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} |
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break; |
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} |
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case 3: // showing results -- time out fnc
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{ |
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console.log("error &&&&&&&&&&&&&&&&&&"); |
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break; |
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} |
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case 4: //game over display final result
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|
|
|
{ |
|
|
|
//sqlStuff.dumpRoom(this);
|
|
|
|
break; |
|
|
|
} |
|
|
|
default: |
|
|
|
}); |
|
|
|
console.log("big stuff " + test); |
|
|
|
if(flag) |
|
|
|
{ |
|
|
|
console.log("You don goof up") |
|
|
|
this.state = 3; |
|
|
|
this.newRound(); |
|
|
|
// setTimeout(function() {
|
|
|
|
//
|
|
|
|
// }, 4000);
|
|
|
|
} |
|
|
|
break; |
|
|
|
} |
|
|
|
case 3: // showing results -- time out fnc
|
|
|
|
{ |
|
|
|
console.log("error &&&&&&&&&&&&&&&&&&"); |
|
|
|
break; |
|
|
|
} |
|
|
|
case 4: //game over display final result
|
|
|
|
{ |
|
|
|
//sqlStuff.dumpRoom(this);
|
|
|
|
break; |
|
|
|
} |
|
|
|
default: |
|
|
|
{ |
|
|
|
console.log("You don goof up") |
|
|
|
} |
|
|
|
console.log(state + " state"); |
|
|
|
this.sendRoomUpdate(); |
|
|
|
} |
|
|
|
}; |
|
|
|
console.log(this.state + " state"); |
|
|
|
this.sendRoomUpdate(); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
module.exports = Room; |