Add Battle Result Screen component and associated styles for displaying battle outcomes
Some checks failed
Publish Docker image / Push Docker image to Docker Hub (push) Failing after 6m59s

This commit is contained in:
Mathias Wagner 2025-05-14 21:53:44 +02:00
parent 0c543a1a01
commit 8f91e27ca1
7 changed files with 786 additions and 59 deletions

View File

@ -7,6 +7,7 @@ import HomeScreen from "./components/HomeScreen";
import SongSubmissionScreen from "./components/SongSubmissionScreen";
import VotingScreen from "./components/VotingScreen";
import ResultsScreen from "./components/ResultsScreen";
import BattleResultScreen from "./components/BattleResultScreen";
import ConnectionStatus from "./components/ConnectionStatus";
const App = () => {
@ -52,6 +53,8 @@ const App = () => {
return <VotingScreen />;
case 'FINISHED':
return <ResultsScreen />;
case 'BATTLE':
return <BattleResultScreen />;
default:
return <HomeScreen />;
}

View File

@ -0,0 +1,243 @@
// Battle Result Screen styles
.battle-result-screen
display: flex
flex-direction: column
min-height: 100%
padding: 1.5rem
position: relative
overflow: hidden
header
display: flex
justify-content: center
align-items: center
flex-direction: column
margin-bottom: 2rem
h1
margin: 0
color: $accent
display: flex
align-items: center
gap: 0.75rem
font-size: 2.2rem
font-family: 'Press Start 2P', monospace
text-transform: uppercase
animation: winner-pulse 2s infinite alternate
svg
color: $accent
filter: drop-shadow(2px 2px 0 #000)
.countdown
margin-top: 1rem
font-family: 'Press Start 2P', monospace
font-size: 0.9rem
color: $text-muted
padding: 0.8rem 1.2rem
background-color: rgba(0, 0, 0, 0.3)
border-radius: 1rem
animation: pulse 1s infinite alternate
display: flex
align-items: center
gap: 0.5rem
svg
color: $accent
margin-right: 0.5rem
.winner-announcement
display: flex
flex-direction: column
align-items: center
margin-bottom: 2rem
.song-cards
display: flex
flex-direction: column
width: 100%
max-width: 700px
gap: 2rem
@media (min-width: 768px)
flex-direction: row
align-items: flex-start
.song-card
position: relative
background-color: rgba(0, 0, 0, 0.3)
padding: 1.5rem
border-radius: 1rem
&.winner
flex: 3
border: 6px solid $accent
box-shadow: 0 0 20px rgba($accent, 0.3)
transform: scale(1.05)
z-index: 1
.victory-badge
position: absolute
top: -12px
right: 10px
background-color: $accent
color: white
font-family: 'Press Start 2P', monospace
font-size: 0.7rem
padding: 0.5rem 1rem
border-radius: 0.5rem
display: flex
align-items: center
gap: 0.5rem
box-shadow: 2px 2px 0 rgba(0, 0, 0, 0.3)
svg
font-size: 0.8rem
&.loser
flex: 2
opacity: 0.7
filter: saturate(0.7)
.versus
position: absolute
top: 50%
left: -30px
font-family: 'Bangers', cursive
font-size: 2.5rem
color: $accent
transform: translateY(-50%)
text-shadow: 0 0 5px rgba($accent, 0.5)
@media (max-width: 767px)
top: -25px
left: 50%
transform: translateX(-50%)
.song-info
margin-bottom: 1.5rem
h2, h3
margin: 0 0 0.5rem 0
font-family: 'Press Start 2P', monospace
h2
font-size: 1.4rem
color: $text
margin-right: 70px
h3
font-size: 1.2rem
color: $text
.artist
color: $text-muted
font-size: 1.1rem
margin-bottom: 1rem
.submitter
font-size: 0.9rem
color: $text-muted
font-style: italic
margin-bottom: 0.5rem
.vote-count
display: inline-block
padding: 0.5rem 1rem
background-color: rgba(0, 0, 0, 0.3)
border-radius: 1rem
font-family: 'Press Start 2P', monospace
font-size: 0.8rem
.votes
color: $text
.winner-video
width: 100%
aspect-ratio: 16 / 9
border-radius: 0.5rem
overflow: hidden
.no-video
width: 100%
aspect-ratio: 16 / 9
display: flex
flex-direction: column
align-items: center
justify-content: center
background-color: rgba(0, 0, 0, 0.3)
border-radius: 0.5rem
color: $text-muted
.pulse-icon
font-size: 2rem
margin-bottom: 1rem
animation: pulse 2s infinite
.battle-actions
display: flex
justify-content: center
margin-top: auto
padding-top: 1.5rem
.btn
padding: 1rem 2rem
font-size: 1.1rem
display: flex
align-items: center
gap: 0.5rem
&.pixelated
position: relative
.pixel-corner
position: absolute
width: 8px
height: 8px
background-color: $primary
&.tl
top: -4px
left: -4px
&.tr
top: -4px
right: -4px
&.bl
bottom: -4px
left: -4px
&.br
bottom: -4px
right: -4px
// Confetti animation
.confetti
position: absolute
width: 10px
height: 20px
transform-origin: center bottom
animation: confetti-fall 3s linear forwards
z-index: -1
@keyframes confetti-fall
0%
transform: translateY(-100vh) rotate(0deg)
100%
transform: translateY(100vh) rotate(360deg)
@keyframes winner-pulse
0%
transform: scale(1)
text-shadow: 2px 2px 0 #000, -2px -2px 0 #000, 2px -2px 0 #000, -2px 2px 0 #000
100%
transform: scale(1.05)
text-shadow: 3px 3px 0 #000, -3px -3px 0 #000, 3px -3px 0 #000, -3px 3px 0 #000
@keyframes pulse
0%
opacity: 0.7
100%
opacity: 1

View File

@ -9,6 +9,7 @@
@import './components/song-submission-screen'
@import './components/voting-screen'
@import './components/results-screen'
@import './components/battle-result-screen'
@import './components/youtube-embed'
@import './components/youtube-search'
@import './components/song-form-overlay'

View File

@ -0,0 +1,198 @@
import { useEffect, useState } from 'react';
import { useGame } from '../context/GameContext';
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome';
import { faTrophy, faMusic, faCrown, faClock } from '@fortawesome/free-solid-svg-icons';
import YouTubeEmbed from './YouTubeEmbed';
import { getDisplayName } from '../utils/playerUtils';
const BattleResultScreen = () => {
const { lobby, currentPlayer, isHost, proceedToNextBattle } = useGame();
const [countdown, setCountdown] = useState(10); // Auto-advance after 10 seconds
const [showConfetti, setShowConfetti] = useState(true);
// Use previousBattle from the lobby state
const previousBattle = lobby?.previousBattle;
// Extract winning song
const winnerSongId = previousBattle?.winner;
const winningSong = winnerSongId === previousBattle?.song1?.id
? previousBattle?.song1
: previousBattle?.song2;
const losingSong = winnerSongId === previousBattle?.song1?.id
? previousBattle?.song2
: previousBattle?.song1;
const winningVotes = winnerSongId === previousBattle?.song1?.id
? previousBattle?.song1Votes
: previousBattle?.song2Votes;
const losingVotes = winnerSongId === previousBattle?.song1?.id
? previousBattle?.song2Votes
: previousBattle?.song1Votes;
// Get the player who submitted the winning song
const findSubmitter = (song) => {
if (!lobby || !song) return null;
const submitter = lobby.players.find(p => p.id === song.submittedById);
return submitter;
};
const winnerSubmitter = findSubmitter(winningSong);
// YouTube video ID extraction for the winner
const getYouTubeId = (url) => {
if (!url) return null;
const regExp = /^.*(youtu.be\/|v\/|u\/\w\/|embed\/|watch\?v=|&v=)([^#&?]*).*/;
const match = url.match(regExp);
return (match && match[2].length === 11) ? match[2] : null;
};
const winnerVideoId = getYouTubeId(winningSong?.youtubeLink);
// Auto-advance countdown
useEffect(() => {
if (countdown > 0) {
const timer = setInterval(() => {
setCountdown(prev => {
if (prev <= 1) {
clearInterval(timer);
// Only auto-advance if host, otherwise wait for host
if (isHost) {
proceedToNextBattle();
}
return 0;
}
return prev - 1;
});
}, 1000);
return () => clearInterval(timer);
}
}, [countdown, isHost, proceedToNextBattle]);
// Confetti effect
useEffect(() => {
if (showConfetti) {
const createConfetti = () => {
const confettiContainer = document.createElement('div');
confettiContainer.className = 'confetti';
// Random position, size, and color
const left = Math.random() * 100;
const colors = ['#f94144', '#f3722c', '#f8961e', '#f9c74f', '#90be6d', '#43aa8b', '#577590'];
const color = colors[Math.floor(Math.random() * colors.length)];
const size = Math.random() * 0.5 + 0.3; // Between 0.3 and 0.8rem
const rotation = Math.random() * 360; // Random rotation
const duration = Math.random() * 2 + 1; // Between 1 and 3 seconds
confettiContainer.style.left = `${left}%`;
confettiContainer.style.backgroundColor = color;
confettiContainer.style.width = `${size}rem`;
confettiContainer.style.height = `${size * 0.6}rem`;
confettiContainer.style.transform = `rotate(${rotation}deg)`;
confettiContainer.style.animation = `confetti-fall ${duration}s linear forwards`;
document.querySelector('.battle-result-screen').appendChild(confettiContainer);
// Remove after animation
setTimeout(() => {
confettiContainer.remove();
}, duration * 1000);
};
// Create confetti pieces
const confettiInterval = setInterval(() => {
for (let i = 0; i < 3; i++) {
createConfetti();
}
}, 300);
// Stop confetti after a few seconds
setTimeout(() => {
clearInterval(confettiInterval);
setShowConfetti(false);
}, 4000);
return () => {
clearInterval(confettiInterval);
};
}
}, [showConfetti]);
if (!previousBattle || !winningSong) {
return (
<div className="battle-result-screen">
<h2>Nächster Kampf wird vorbereitet...</h2>
</div>
);
}
return (
<div className="battle-result-screen">
<header>
<h1><FontAwesomeIcon icon={faTrophy} /> Gewinner dieser Runde</h1>
{countdown > 0 && (
<div className="countdown">
<FontAwesomeIcon icon={faClock} />
Nächster Kampf in {countdown}s
</div>
)}
</header>
<div className="winner-announcement">
<div className="song-cards">
<div className="song-card winner">
<div className="victory-badge">
<FontAwesomeIcon icon={faCrown} /> Gewinner
</div>
<div className="song-info">
<h2>{winningSong.title}</h2>
<p className="artist">{winningSong.artist}</p>
{!lobby?.settings?.hidePlayerNames && winnerSubmitter && (
<p className="submitter">
Eingereicht von: {getDisplayName(winnerSubmitter, lobby, currentPlayer)}
</p>
)}
<div className="vote-count">
<span className="votes">{winningVotes} Stimmen</span>
</div>
</div>
{winnerVideoId ? (
<div className="winner-video">
<YouTubeEmbed videoId={winnerVideoId} autoplay={true} />
</div>
) : (
<div className="no-video">
<FontAwesomeIcon icon={faMusic} className="pulse-icon" />
<span>Kein Video verfügbar</span>
</div>
)}
</div>
{losingSong && (
<div className="song-card loser">
<div className="versus">VS</div>
<div className="song-info">
<h3>{losingSong.title}</h3>
<p className="artist">{losingSong.artist}</p>
<div className="vote-count">
<span className="votes">{losingVotes} Stimmen</span>
</div>
</div>
</div>
)}
</div>
</div>
</div>
);
};
export default BattleResultScreen;

View File

@ -439,6 +439,19 @@ export function GameProvider({ children }) {
});
};
// Handle battle ended and show result screen
const handleBattleEnded = (data) => {
console.log('Battle ended, showing result screen:', data);
setLobby(prevLobby => {
if (!prevLobby) return prevLobby;
return {
...prevLobby,
state: 'BATTLE',
previousBattle: data.previousBattle
};
});
};
// Game finished
const handleGameFinished = (data) => {
setLobby(prevLobby => {
@ -461,11 +474,13 @@ export function GameProvider({ children }) {
socket.on('songs_updated', handleSongsUpdated);
socket.on('player_status_changed', handlePlayerStatusChanged);
socket.on('vote_submitted', handleVoteSubmitted);
socket.on('battle_ended', handleBattleEnded);
socket.on('tournament_started', data => {
console.log('Tournament started event received:', data);
setLobby(prevLobby => prevLobby ? {...prevLobby, state: data.state} : prevLobby);
});
socket.on('new_battle', handleNewBattle);
socket.on('battle_ended', handleBattleEnded);
socket.on('game_finished', handleGameFinished);
// Clean up listeners on unmount
@ -479,6 +494,7 @@ export function GameProvider({ children }) {
socket.off('player_status_changed', handlePlayerStatusChanged);
socket.off('vote_submitted', handleVoteSubmitted);
socket.off('new_battle', handleNewBattle);
socket.off('battle_ended', handleBattleEnded);
socket.off('game_finished', handleGameFinished);
};
}, [socket]);
@ -706,6 +722,23 @@ export function GameProvider({ children }) {
setCurrentPlayer(null);
};
// Proceed to next battle after the battle result screen
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>

View File

@ -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
}
}

View File

@ -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' });
}
});