Add Battle Result Screen component and associated styles for displaying battle outcomes
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@ -7,6 +7,7 @@ import HomeScreen from "./components/HomeScreen";
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import SongSubmissionScreen from "./components/SongSubmissionScreen";
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import VotingScreen from "./components/VotingScreen";
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import ResultsScreen from "./components/ResultsScreen";
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import BattleResultScreen from "./components/BattleResultScreen";
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import ConnectionStatus from "./components/ConnectionStatus";
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const App = () => {
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@ -52,6 +53,8 @@ const App = () => {
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return <VotingScreen />;
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case 'FINISHED':
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return <ResultsScreen />;
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case 'BATTLE':
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return <BattleResultScreen />;
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default:
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return <HomeScreen />;
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}
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243
client/src/common/styles/components/battle-result-screen.sass
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243
client/src/common/styles/components/battle-result-screen.sass
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@ -0,0 +1,243 @@
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// Battle Result Screen styles
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.battle-result-screen
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display: flex
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flex-direction: column
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min-height: 100%
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padding: 1.5rem
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position: relative
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overflow: hidden
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header
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display: flex
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justify-content: center
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align-items: center
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flex-direction: column
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margin-bottom: 2rem
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h1
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margin: 0
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color: $accent
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display: flex
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align-items: center
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gap: 0.75rem
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font-size: 2.2rem
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font-family: 'Press Start 2P', monospace
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text-transform: uppercase
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animation: winner-pulse 2s infinite alternate
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svg
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color: $accent
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filter: drop-shadow(2px 2px 0 #000)
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.countdown
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margin-top: 1rem
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font-family: 'Press Start 2P', monospace
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font-size: 0.9rem
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color: $text-muted
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padding: 0.8rem 1.2rem
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background-color: rgba(0, 0, 0, 0.3)
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border-radius: 1rem
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animation: pulse 1s infinite alternate
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display: flex
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align-items: center
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gap: 0.5rem
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svg
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color: $accent
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margin-right: 0.5rem
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.winner-announcement
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display: flex
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flex-direction: column
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align-items: center
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margin-bottom: 2rem
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.song-cards
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display: flex
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flex-direction: column
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width: 100%
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max-width: 700px
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gap: 2rem
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@media (min-width: 768px)
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flex-direction: row
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align-items: flex-start
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.song-card
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position: relative
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background-color: rgba(0, 0, 0, 0.3)
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padding: 1.5rem
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border-radius: 1rem
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&.winner
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flex: 3
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border: 6px solid $accent
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box-shadow: 0 0 20px rgba($accent, 0.3)
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transform: scale(1.05)
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z-index: 1
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.victory-badge
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position: absolute
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top: -12px
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right: 10px
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background-color: $accent
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color: white
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font-family: 'Press Start 2P', monospace
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font-size: 0.7rem
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padding: 0.5rem 1rem
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border-radius: 0.5rem
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display: flex
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align-items: center
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gap: 0.5rem
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box-shadow: 2px 2px 0 rgba(0, 0, 0, 0.3)
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svg
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font-size: 0.8rem
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&.loser
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flex: 2
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opacity: 0.7
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filter: saturate(0.7)
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.versus
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position: absolute
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top: 50%
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left: -30px
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font-family: 'Bangers', cursive
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font-size: 2.5rem
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color: $accent
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transform: translateY(-50%)
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text-shadow: 0 0 5px rgba($accent, 0.5)
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@media (max-width: 767px)
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top: -25px
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left: 50%
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transform: translateX(-50%)
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.song-info
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margin-bottom: 1.5rem
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h2, h3
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margin: 0 0 0.5rem 0
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font-family: 'Press Start 2P', monospace
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h2
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font-size: 1.4rem
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color: $text
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margin-right: 70px
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h3
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font-size: 1.2rem
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color: $text
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.artist
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color: $text-muted
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font-size: 1.1rem
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margin-bottom: 1rem
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.submitter
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font-size: 0.9rem
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color: $text-muted
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font-style: italic
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margin-bottom: 0.5rem
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.vote-count
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display: inline-block
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padding: 0.5rem 1rem
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background-color: rgba(0, 0, 0, 0.3)
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border-radius: 1rem
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font-family: 'Press Start 2P', monospace
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font-size: 0.8rem
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.votes
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color: $text
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.winner-video
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width: 100%
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aspect-ratio: 16 / 9
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border-radius: 0.5rem
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overflow: hidden
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.no-video
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width: 100%
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aspect-ratio: 16 / 9
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display: flex
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flex-direction: column
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align-items: center
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justify-content: center
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background-color: rgba(0, 0, 0, 0.3)
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border-radius: 0.5rem
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color: $text-muted
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.pulse-icon
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font-size: 2rem
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margin-bottom: 1rem
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animation: pulse 2s infinite
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.battle-actions
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display: flex
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justify-content: center
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margin-top: auto
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padding-top: 1.5rem
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.btn
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padding: 1rem 2rem
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font-size: 1.1rem
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display: flex
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align-items: center
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gap: 0.5rem
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&.pixelated
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position: relative
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.pixel-corner
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position: absolute
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width: 8px
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height: 8px
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background-color: $primary
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&.tl
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top: -4px
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left: -4px
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&.tr
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top: -4px
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right: -4px
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&.bl
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bottom: -4px
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left: -4px
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&.br
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bottom: -4px
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right: -4px
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// Confetti animation
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.confetti
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position: absolute
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width: 10px
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height: 20px
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transform-origin: center bottom
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animation: confetti-fall 3s linear forwards
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z-index: -1
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@keyframes confetti-fall
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0%
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transform: translateY(-100vh) rotate(0deg)
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100%
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transform: translateY(100vh) rotate(360deg)
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@keyframes winner-pulse
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0%
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transform: scale(1)
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text-shadow: 2px 2px 0 #000, -2px -2px 0 #000, 2px -2px 0 #000, -2px 2px 0 #000
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100%
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transform: scale(1.05)
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text-shadow: 3px 3px 0 #000, -3px -3px 0 #000, 3px -3px 0 #000, -3px 3px 0 #000
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@keyframes pulse
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0%
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opacity: 0.7
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100%
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opacity: 1
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@ -9,6 +9,7 @@
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@import './components/song-submission-screen'
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@import './components/voting-screen'
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@import './components/results-screen'
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@import './components/battle-result-screen'
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@import './components/youtube-embed'
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@import './components/youtube-search'
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@import './components/song-form-overlay'
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client/src/components/BattleResultScreen.jsx
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198
client/src/components/BattleResultScreen.jsx
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import { useEffect, useState } from 'react';
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import { useGame } from '../context/GameContext';
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import { FontAwesomeIcon } from '@fortawesome/react-fontawesome';
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import { faTrophy, faMusic, faCrown, faClock } from '@fortawesome/free-solid-svg-icons';
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import YouTubeEmbed from './YouTubeEmbed';
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import { getDisplayName } from '../utils/playerUtils';
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const BattleResultScreen = () => {
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const { lobby, currentPlayer, isHost, proceedToNextBattle } = useGame();
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const [countdown, setCountdown] = useState(10); // Auto-advance after 10 seconds
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const [showConfetti, setShowConfetti] = useState(true);
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// Use previousBattle from the lobby state
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const previousBattle = lobby?.previousBattle;
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// Extract winning song
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const winnerSongId = previousBattle?.winner;
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const winningSong = winnerSongId === previousBattle?.song1?.id
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? previousBattle?.song1
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: previousBattle?.song2;
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const losingSong = winnerSongId === previousBattle?.song1?.id
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? previousBattle?.song2
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: previousBattle?.song1;
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const winningVotes = winnerSongId === previousBattle?.song1?.id
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? previousBattle?.song1Votes
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: previousBattle?.song2Votes;
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const losingVotes = winnerSongId === previousBattle?.song1?.id
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? previousBattle?.song2Votes
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: previousBattle?.song1Votes;
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// Get the player who submitted the winning song
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const findSubmitter = (song) => {
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if (!lobby || !song) return null;
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const submitter = lobby.players.find(p => p.id === song.submittedById);
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return submitter;
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};
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const winnerSubmitter = findSubmitter(winningSong);
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// YouTube video ID extraction for the winner
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const getYouTubeId = (url) => {
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if (!url) return null;
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const regExp = /^.*(youtu.be\/|v\/|u\/\w\/|embed\/|watch\?v=|&v=)([^#&?]*).*/;
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const match = url.match(regExp);
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return (match && match[2].length === 11) ? match[2] : null;
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};
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const winnerVideoId = getYouTubeId(winningSong?.youtubeLink);
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// Auto-advance countdown
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useEffect(() => {
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if (countdown > 0) {
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const timer = setInterval(() => {
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setCountdown(prev => {
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if (prev <= 1) {
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clearInterval(timer);
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// Only auto-advance if host, otherwise wait for host
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if (isHost) {
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proceedToNextBattle();
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}
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return 0;
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}
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return prev - 1;
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});
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}, 1000);
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return () => clearInterval(timer);
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}
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}, [countdown, isHost, proceedToNextBattle]);
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// Confetti effect
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useEffect(() => {
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if (showConfetti) {
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const createConfetti = () => {
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const confettiContainer = document.createElement('div');
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confettiContainer.className = 'confetti';
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// Random position, size, and color
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const left = Math.random() * 100;
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const colors = ['#f94144', '#f3722c', '#f8961e', '#f9c74f', '#90be6d', '#43aa8b', '#577590'];
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const color = colors[Math.floor(Math.random() * colors.length)];
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const size = Math.random() * 0.5 + 0.3; // Between 0.3 and 0.8rem
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const rotation = Math.random() * 360; // Random rotation
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const duration = Math.random() * 2 + 1; // Between 1 and 3 seconds
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confettiContainer.style.left = `${left}%`;
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confettiContainer.style.backgroundColor = color;
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confettiContainer.style.width = `${size}rem`;
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confettiContainer.style.height = `${size * 0.6}rem`;
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confettiContainer.style.transform = `rotate(${rotation}deg)`;
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confettiContainer.style.animation = `confetti-fall ${duration}s linear forwards`;
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document.querySelector('.battle-result-screen').appendChild(confettiContainer);
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// Remove after animation
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setTimeout(() => {
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confettiContainer.remove();
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}, duration * 1000);
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};
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// Create confetti pieces
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const confettiInterval = setInterval(() => {
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for (let i = 0; i < 3; i++) {
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createConfetti();
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}
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}, 300);
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// Stop confetti after a few seconds
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setTimeout(() => {
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clearInterval(confettiInterval);
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setShowConfetti(false);
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}, 4000);
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return () => {
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clearInterval(confettiInterval);
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};
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}
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}, [showConfetti]);
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if (!previousBattle || !winningSong) {
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return (
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<div className="battle-result-screen">
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<h2>Nächster Kampf wird vorbereitet...</h2>
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</div>
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);
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}
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return (
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<div className="battle-result-screen">
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<header>
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<h1><FontAwesomeIcon icon={faTrophy} /> Gewinner dieser Runde</h1>
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{countdown > 0 && (
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<div className="countdown">
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<FontAwesomeIcon icon={faClock} />
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Nächster Kampf in {countdown}s
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</div>
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)}
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</header>
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<div className="winner-announcement">
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<div className="song-cards">
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<div className="song-card winner">
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<div className="victory-badge">
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<FontAwesomeIcon icon={faCrown} /> Gewinner
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</div>
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<div className="song-info">
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<h2>{winningSong.title}</h2>
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<p className="artist">{winningSong.artist}</p>
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{!lobby?.settings?.hidePlayerNames && winnerSubmitter && (
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<p className="submitter">
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Eingereicht von: {getDisplayName(winnerSubmitter, lobby, currentPlayer)}
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</p>
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)}
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<div className="vote-count">
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<span className="votes">{winningVotes} Stimmen</span>
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</div>
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</div>
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{winnerVideoId ? (
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<div className="winner-video">
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<YouTubeEmbed videoId={winnerVideoId} autoplay={true} />
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</div>
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) : (
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<div className="no-video">
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<FontAwesomeIcon icon={faMusic} className="pulse-icon" />
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<span>Kein Video verfügbar</span>
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</div>
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)}
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</div>
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{losingSong && (
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<div className="song-card loser">
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<div className="versus">VS</div>
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<div className="song-info">
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<h3>{losingSong.title}</h3>
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<p className="artist">{losingSong.artist}</p>
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<div className="vote-count">
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<span className="votes">{losingVotes} Stimmen</span>
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</div>
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</div>
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</div>
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)}
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</div>
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</div>
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</div>
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);
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};
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export default BattleResultScreen;
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@ -439,6 +439,19 @@ export function GameProvider({ children }) {
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});
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};
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// Handle battle ended and show result screen
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const handleBattleEnded = (data) => {
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console.log('Battle ended, showing result screen:', data);
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setLobby(prevLobby => {
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if (!prevLobby) return prevLobby;
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return {
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...prevLobby,
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state: 'BATTLE',
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previousBattle: data.previousBattle
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};
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});
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};
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// Game finished
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const handleGameFinished = (data) => {
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setLobby(prevLobby => {
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@ -461,11 +474,13 @@ export function GameProvider({ children }) {
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socket.on('songs_updated', handleSongsUpdated);
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socket.on('player_status_changed', handlePlayerStatusChanged);
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socket.on('vote_submitted', handleVoteSubmitted);
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socket.on('battle_ended', handleBattleEnded);
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socket.on('tournament_started', data => {
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console.log('Tournament started event received:', data);
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setLobby(prevLobby => prevLobby ? {...prevLobby, state: data.state} : prevLobby);
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});
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socket.on('new_battle', handleNewBattle);
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socket.on('battle_ended', handleBattleEnded);
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socket.on('game_finished', handleGameFinished);
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// Clean up listeners on unmount
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@ -479,6 +494,7 @@ export function GameProvider({ children }) {
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socket.off('player_status_changed', handlePlayerStatusChanged);
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socket.off('vote_submitted', handleVoteSubmitted);
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socket.off('new_battle', handleNewBattle);
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socket.off('battle_ended', handleBattleEnded);
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socket.off('game_finished', handleGameFinished);
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};
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}, [socket]);
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@ -706,6 +722,23 @@ export function GameProvider({ children }) {
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setCurrentPlayer(null);
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};
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// Proceed to next battle after the battle result screen
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const proceedToNextBattle = () => {
|
||||
if (!socket || !isConnected) {
|
||||
setError('Not connected to server');
|
||||
return;
|
||||
}
|
||||
|
||||
safeEmit('proceed_to_next_battle', {}, (response) => {
|
||||
if (response.error) {
|
||||
setError(response.error);
|
||||
} else if (response.lobby) {
|
||||
setLobby(response.lobby);
|
||||
updateSavedGameData(response.lobby);
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
return (
|
||||
<GameContext.Provider value={{
|
||||
lobby,
|
||||
@ -724,7 +757,8 @@ export function GameProvider({ children }) {
|
||||
submitVote,
|
||||
leaveLobby,
|
||||
searchYouTube,
|
||||
getYouTubeMetadata
|
||||
getYouTubeMetadata,
|
||||
proceedToNextBattle
|
||||
}}>
|
||||
{children}
|
||||
</GameContext.Provider>
|
||||
|
283
server/game.js
283
server/game.js
@ -635,11 +635,24 @@ class GameManager {
|
||||
song2: lobby.currentBattle.song2,
|
||||
song1Votes: lobby.currentBattle.song1Votes,
|
||||
song2Votes: 0,
|
||||
winner: winnerSongId
|
||||
winner: winnerSongId,
|
||||
bye: true
|
||||
});
|
||||
|
||||
// Move to next battle or finish tournament
|
||||
this._moveToNextBattle(lobby);
|
||||
// Store current battle for potential future reference
|
||||
lobby.previousBattle = {
|
||||
...lobby.currentBattle,
|
||||
winner: winnerSongId
|
||||
};
|
||||
|
||||
// Skip battle result screen for byes - go straight to the next battle
|
||||
lobby.state = 'VOTING';
|
||||
const tournamentFinished = this._moveToNextBattle(lobby);
|
||||
|
||||
// Check if the tournament has finished
|
||||
if (tournamentFinished || lobby.state === 'FINISHED') {
|
||||
console.log(`Tournament has finished after bye battle! Winner: ${lobby.finalWinner ? lobby.finalWinner.title : 'No winner'}`);
|
||||
}
|
||||
|
||||
return { lobby, lobbyId };
|
||||
}
|
||||
@ -666,8 +679,132 @@ class GameManager {
|
||||
winner: winnerSongId
|
||||
});
|
||||
|
||||
// Move to next battle or finish tournament
|
||||
this._moveToNextBattle(lobby);
|
||||
// Store current battle as previousBattle and set state to BATTLE_RESULT
|
||||
lobby.previousBattle = {
|
||||
...lobby.currentBattle,
|
||||
winner: winnerSongId
|
||||
};
|
||||
|
||||
// Change state to BATTLE to show the battle result screen
|
||||
lobby.state = 'BATTLE';
|
||||
}
|
||||
|
||||
return { lobby, lobbyId };
|
||||
}
|
||||
|
||||
/**
|
||||
* Proceed to the next battle after showing the battle result screen
|
||||
* @param {string} playerId - ID of the player (should be host)
|
||||
* @returns {Object} Updated lobby data or error
|
||||
*/
|
||||
proceedToNextBattle(playerId) {
|
||||
const lobbyId = this.playerToLobby.get(playerId);
|
||||
if (!lobbyId) {
|
||||
return { error: 'Player not in a lobby' };
|
||||
}
|
||||
|
||||
const lobby = this.lobbies.get(lobbyId);
|
||||
|
||||
// Check if player is the host
|
||||
if (lobby.hostId !== playerId) {
|
||||
return { error: 'Only the host can proceed to the next battle' };
|
||||
}
|
||||
|
||||
// Check if we're in the battle result state
|
||||
// Allow proceeding from either BATTLE or VOTING state to handle race conditions
|
||||
if (lobby.state !== 'BATTLE' && lobby.state !== 'VOTING') {
|
||||
console.log(`Warning: Attempting to proceed to next battle from state ${lobby.state}`);
|
||||
return { error: 'Not in a valid state to proceed to next battle' };
|
||||
}
|
||||
|
||||
// If we're in VOTING state, ensure we have a winner before proceeding
|
||||
if (lobby.state === 'VOTING' && lobby.currentBattle && !lobby.currentBattle.winner) {
|
||||
console.log('Warning: Attempting to proceed without a winner determined');
|
||||
|
||||
// Check if this is a bye battle (only one song, automatic advancement)
|
||||
if (lobby.currentBattle.bye === true || !lobby.currentBattle.song2) {
|
||||
console.log('Processing bye battle - automatic advancement');
|
||||
// For bye battles, the winner is always song1
|
||||
const winnerSongId = lobby.currentBattle.song1.id;
|
||||
|
||||
lobby.currentBattle.winner = winnerSongId;
|
||||
lobby.currentBattle.song1Votes = 1; // Add a dummy vote for song1
|
||||
|
||||
// Store as previous battle for history
|
||||
lobby.previousBattle = {
|
||||
...lobby.currentBattle,
|
||||
winner: winnerSongId
|
||||
};
|
||||
|
||||
// Add to battle history
|
||||
lobby.battles.push({
|
||||
round: lobby.currentBattle.round,
|
||||
song1: lobby.currentBattle.song1,
|
||||
song2: lobby.currentBattle.song2,
|
||||
song1Votes: 1, // Always at least one vote for the bye song
|
||||
song2Votes: 0,
|
||||
winner: winnerSongId,
|
||||
bye: true
|
||||
});
|
||||
}
|
||||
// Determine winner based on votes if present for regular battles
|
||||
else if (lobby.currentBattle.votes && Object.keys(lobby.currentBattle.votes).length > 0) {
|
||||
const winnerSongId = (lobby.currentBattle.song1Votes || 0) > (lobby.currentBattle.song2Votes || 0)
|
||||
? lobby.currentBattle.song1.id
|
||||
: lobby.currentBattle.song2.id;
|
||||
|
||||
lobby.currentBattle.winner = winnerSongId;
|
||||
|
||||
// Store as previous battle for history
|
||||
lobby.previousBattle = {
|
||||
...lobby.currentBattle,
|
||||
winner: winnerSongId
|
||||
};
|
||||
|
||||
// Add to battle history
|
||||
lobby.battles.push({
|
||||
round: lobby.currentBattle.round,
|
||||
song1: lobby.currentBattle.song1,
|
||||
song2: lobby.currentBattle.song2,
|
||||
song1Votes: lobby.currentBattle.song1Votes || 0,
|
||||
song2Votes: lobby.currentBattle.song2Votes || 0,
|
||||
winner: winnerSongId
|
||||
});
|
||||
} else {
|
||||
// For regular battles with no votes, force a winner to avoid getting stuck
|
||||
console.log('No votes recorded but proceeding anyway to avoid blocking the game');
|
||||
const winnerSongId = lobby.currentBattle.song1.id; // Default to song1 as winner
|
||||
|
||||
lobby.currentBattle.winner = winnerSongId;
|
||||
lobby.currentBattle.song1Votes = 1; // Add a dummy vote
|
||||
|
||||
// Store as previous battle for history
|
||||
lobby.previousBattle = {
|
||||
...lobby.currentBattle,
|
||||
winner: winnerSongId
|
||||
};
|
||||
|
||||
// Add to battle history
|
||||
lobby.battles.push({
|
||||
round: lobby.currentBattle.round,
|
||||
song1: lobby.currentBattle.song1,
|
||||
song2: lobby.currentBattle.song2,
|
||||
song1Votes: 1,
|
||||
song2Votes: 0,
|
||||
winner: winnerSongId
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Set state to VOTING for the next battle
|
||||
lobby.state = 'VOTING';
|
||||
|
||||
// Move to next battle or finish tournament - capture if the tournament has finished
|
||||
const tournamentFinished = this._moveToNextBattle(lobby);
|
||||
|
||||
// Check if the game has ended after trying to move to the next battle
|
||||
if (tournamentFinished || lobby.state === 'FINISHED') {
|
||||
console.log(`Tournament has finished! Winner: ${lobby.finalWinner ? lobby.finalWinner.title : 'No winner'}`);
|
||||
}
|
||||
|
||||
return { lobby, lobbyId };
|
||||
@ -854,18 +991,81 @@ class GameManager {
|
||||
/**
|
||||
* Move to next battle or finish tournament
|
||||
* @param {Object} lobby - Lobby object
|
||||
* @returns {boolean} true if tournament has finished, false otherwise
|
||||
* @private
|
||||
*/
|
||||
_moveToNextBattle(lobby) {
|
||||
// If coming from BATTLE state, reset to VOTING for the next battle
|
||||
if (lobby.state === 'BATTLE') {
|
||||
lobby.state = 'VOTING';
|
||||
}
|
||||
|
||||
// Check if there are more battles in current round
|
||||
lobby.currentBracketIndex++;
|
||||
|
||||
if (lobby.currentBracketIndex < lobby.brackets.length) {
|
||||
// Move to next battle
|
||||
lobby.currentBattle = lobby.brackets[lobby.currentBracketIndex];
|
||||
return;
|
||||
|
||||
// Ensure votes is initialized as an object
|
||||
if (!lobby.currentBattle.votes) {
|
||||
lobby.currentBattle.votes = {};
|
||||
}
|
||||
|
||||
// Initialize vote count for UI
|
||||
lobby.currentBattle.voteCount = 0;
|
||||
|
||||
// Check if this is a bye battle that should be auto-advanced
|
||||
if (lobby.currentBattle.bye === true) {
|
||||
console.log('Auto-advancing bye battle');
|
||||
// Auto-advance logic for bye battles
|
||||
const winnerSongId = lobby.currentBattle.song1.id;
|
||||
|
||||
lobby.currentBattle.winner = winnerSongId;
|
||||
lobby.currentBattle.song1Votes = 1; // Add a dummy vote
|
||||
|
||||
// Store to history
|
||||
lobby.battles.push({
|
||||
round: lobby.currentBattle.round,
|
||||
song1: lobby.currentBattle.song1,
|
||||
song2: null,
|
||||
song1Votes: 1,
|
||||
song2Votes: 0,
|
||||
winner: winnerSongId,
|
||||
bye: true
|
||||
});
|
||||
|
||||
// Immediately advance to the next battle
|
||||
return this._moveToNextBattle(lobby);
|
||||
}
|
||||
|
||||
return false; // Tournament continues
|
||||
}
|
||||
|
||||
// No more battles in current round, set up the next round
|
||||
return this._setUpNextRound(lobby);
|
||||
}
|
||||
|
||||
/**
|
||||
* Shuffle array in-place using Fisher-Yates algorithm
|
||||
* @param {Array} array - Array to shuffle
|
||||
* @private
|
||||
*/
|
||||
_shuffleArray(array) {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to set up the next tournament round
|
||||
* Similar logic to end of _moveToNextBattle but extracted for reuse
|
||||
* @param {Object} lobby - Lobby object
|
||||
* @returns {boolean} true if tournament has finished, false otherwise
|
||||
* @private
|
||||
*/
|
||||
_setUpNextRound(lobby) {
|
||||
// Current round complete, check if tournament is finished
|
||||
const winners = lobby.brackets
|
||||
.filter(b => !b.bye) // Skip byes
|
||||
@ -884,9 +1084,10 @@ class GameManager {
|
||||
// If only one song remains, we have a winner
|
||||
if (nextRoundSongs.length <= 1) {
|
||||
lobby.state = 'FINISHED';
|
||||
lobby.finalWinner = nextRoundSongs[0];
|
||||
lobby.finalWinner = nextRoundSongs.length > 0 ? nextRoundSongs[0] : null;
|
||||
lobby.currentBattle = null;
|
||||
return;
|
||||
console.log(`Tournament has finished! Final winner: ${lobby.finalWinner ? lobby.finalWinner.title : 'No winner'}`);
|
||||
return true; // Return true to indicate tournament has finished
|
||||
}
|
||||
|
||||
// Create brackets for next round
|
||||
@ -906,20 +1107,22 @@ class GameManager {
|
||||
song2Votes: 0,
|
||||
votes: {} // Initialize votes as an object
|
||||
});
|
||||
} // Create pairs for next round
|
||||
for (let i = 0; i < nextRoundSongs.length; i += 2) {
|
||||
if (i + 1 < nextRoundSongs.length) {
|
||||
nextRound.push({
|
||||
round,
|
||||
song1: nextRoundSongs[i],
|
||||
song2: nextRoundSongs[i + 1],
|
||||
song1Votes: 0,
|
||||
song2Votes: 0,
|
||||
winner: null,
|
||||
votes: {}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Create pairs for next round
|
||||
for (let i = 0; i < nextRoundSongs.length; i += 2) {
|
||||
if (i + 1 < nextRoundSongs.length) {
|
||||
nextRound.push({
|
||||
round,
|
||||
song1: nextRoundSongs[i],
|
||||
song2: nextRoundSongs[i + 1],
|
||||
song1Votes: 0,
|
||||
song2Votes: 0,
|
||||
winner: null,
|
||||
votes: {}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Update brackets and reset index
|
||||
lobby.brackets = nextRound;
|
||||
@ -936,19 +1139,33 @@ class GameManager {
|
||||
|
||||
// Initialize vote count for UI
|
||||
lobby.currentBattle.voteCount = 0;
|
||||
|
||||
// Check if this first battle is a bye - if so, auto-advance
|
||||
if (lobby.currentBattle.bye === true) {
|
||||
console.log('Auto-advancing bye battle in new round');
|
||||
// Auto-advance logic similar to above
|
||||
const winnerSongId = lobby.currentBattle.song1.id;
|
||||
|
||||
lobby.currentBattle.winner = winnerSongId;
|
||||
lobby.currentBattle.song1Votes = 1;
|
||||
|
||||
// Store to history
|
||||
lobby.battles.push({
|
||||
round: lobby.currentBattle.round,
|
||||
song1: lobby.currentBattle.song1,
|
||||
song2: null,
|
||||
song1Votes: 1,
|
||||
song2Votes: 0,
|
||||
winner: winnerSongId,
|
||||
bye: true
|
||||
});
|
||||
|
||||
// Move to next battle
|
||||
this._moveToNextBattle(lobby);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Shuffle array in-place using Fisher-Yates algorithm
|
||||
* @param {Array} array - Array to shuffle
|
||||
* @private
|
||||
*/
|
||||
_shuffleArray(array) {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
|
||||
return false; // Tournament continues
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -302,38 +302,69 @@ io.on('connection', (socket) => {
|
||||
// Submit a vote in a battle
|
||||
socket.on('submit_vote', ({ songId }, callback) => {
|
||||
try {
|
||||
console.log(`Player ${socket.id} voting for song ${songId}`);
|
||||
const result = gameManager.submitVote(socket.id, songId);
|
||||
|
||||
if (result.error) {
|
||||
if (callback) callback({ error: result.error });
|
||||
} else {
|
||||
// Broadcast updated game state to all players in the lobby
|
||||
socket.to(result.lobbyId).emit('vote_submitted', result);
|
||||
|
||||
// Check if we've entered the BATTLE state (all votes are in and battle has ended)
|
||||
const lobby = result.lobby;
|
||||
if (lobby.state === 'BATTLE') {
|
||||
// Broadcast battle result to all players in the lobby
|
||||
io.to(result.lobbyId).emit('battle_ended', {
|
||||
previousBattle: lobby.previousBattle,
|
||||
state: 'BATTLE'
|
||||
});
|
||||
}
|
||||
// Check if the game has finished (edge case - last battle with automatic winner)
|
||||
else if (lobby.state === 'FINISHED') {
|
||||
console.log('Game finished after vote submission');
|
||||
io.to(result.lobbyId).emit('game_finished', {
|
||||
winner: lobby.finalWinner,
|
||||
battles: lobby.battles
|
||||
});
|
||||
}
|
||||
|
||||
if (callback) callback(result);
|
||||
return;
|
||||
}
|
||||
|
||||
// Notify all players about vote count
|
||||
io.to(result.lobbyId).emit('vote_submitted', {
|
||||
lobby: result.lobby
|
||||
});
|
||||
|
||||
// If battle is finished, notify about new battle
|
||||
if (result.lobby.currentBattle && result.lobby.currentBattle !== result.lobby.battles[result.lobby.battles.length - 1]) {
|
||||
io.to(result.lobbyId).emit('new_battle', {
|
||||
battle: result.lobby.currentBattle
|
||||
});
|
||||
}
|
||||
|
||||
// If game is finished, notify about the winner
|
||||
if (result.lobby.state === 'FINISHED') {
|
||||
io.to(result.lobbyId).emit('game_finished', {
|
||||
winner: result.lobby.finalWinner,
|
||||
battles: result.lobby.battles
|
||||
});
|
||||
}
|
||||
|
||||
// Send response to client
|
||||
if (callback) callback(result);
|
||||
} catch (error) {
|
||||
console.error('Error submitting vote:', error);
|
||||
if (callback) callback({ error: 'Failed to submit vote' });
|
||||
if (callback) callback({ error: 'Server error while submitting vote' });
|
||||
}
|
||||
});
|
||||
|
||||
// Proceed to next battle after the battle result screen
|
||||
socket.on('proceed_to_next_battle', (data, callback) => {
|
||||
try {
|
||||
const result = gameManager.proceedToNextBattle(socket.id);
|
||||
|
||||
if (result.error) {
|
||||
if (callback) callback({ error: result.error });
|
||||
} else {
|
||||
// Check if the game has finished
|
||||
if (result.lobby.state === 'FINISHED') {
|
||||
console.log('Game finished, broadcasting final winner');
|
||||
io.to(result.lobbyId).emit('game_finished', {
|
||||
winner: result.lobby.finalWinner,
|
||||
battles: result.lobby.battles
|
||||
});
|
||||
} else {
|
||||
// Broadcast updated game state to all players in the lobby
|
||||
io.to(result.lobbyId).emit('new_battle', {
|
||||
battle: result.lobby.currentBattle,
|
||||
state: result.lobby.state
|
||||
});
|
||||
}
|
||||
|
||||
if (callback) callback(result);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error proceeding to next battle:', error);
|
||||
if (callback) callback({ error: 'Server error while proceeding to next battle' });
|
||||
}
|
||||
});
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user