Files
Luncher/client/src/components/DrawingGame.tsx
T
batmanisko d2125a050b
CI / Generate TypeScript types (push) Successful in 13s
CI / Server unit tests (push) Successful in 27s
CI / Build server (push) Successful in 33s
CI / Build client (push) Successful in 42s
CI / Playwright E2E tests (push) Successful in 1m54s
CI / Build and push Docker image (push) Successful in 46s
CI / Notify (push) Successful in 2s
feat: dotykové ovládání miniher na mobilu a tabletu
2026-10-20 14:43:49 +02:00

430 lines
17 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { useCallback, useEffect, useRef, useState } from "react";
import { Button, Form, Modal, Table } from "react-bootstrap";
import { socket } from "../context/socket";
import { useAuth } from "../context/auth";
import { getToken } from "../Utils";
import { useGameIcon } from "../games/themeIcons";
import "./DrawingGame.scss";
// Typy musí odpovídat server/src/drawingGame.ts (stav chodí přes websocket, ne přes OpenAPI)
type DrawPhase = 'idle' | 'lobby' | 'drawing' | 'reveal' | 'finished';
type DrawPlayer = { login: string, score: number, guessed: boolean, place?: number };
type ChatMessage = { login?: string, text: string, system?: boolean };
type Stroke = { color: string, size: number, points: [number, number][], start: boolean };
type DrawState = {
phase: DrawPhase,
host?: string,
players: DrawPlayer[],
drawer?: string,
round: number,
totalRounds: number,
hint?: string,
answer?: string,
remainingMs?: number,
messages: ChatMessage[],
minPlayers: number,
};
const OPEN_EVENT = 'luncher:open-drawing';
/** Otevře okno Kreslení. */
export const openDrawingGame = () => window.dispatchEvent(new Event(OPEN_EVENT));
const CANVAS_W = 800;
const CANVAS_H = 600;
/** Souřadnice tahů jsou 0–1000 v obou osách, nezávisle na velikosti plátna. */
const COORD_MAX = 1000;
const COLORS = ['#111827', '#ef4444', '#f97316', '#facc15', '#22c55e', '#3b82f6', '#a855f7', '#92400e', '#ffffff'];
const SIZES = [3, 8, 18];
/** Jak často se rozkreslený tah posílá ostatním (ms). */
const FLUSH_MS = 40;
const MEDALS = ['🥇', '🥈', '🥉'];
function drawStroke(ctx: CanvasRenderingContext2D, stroke: Stroke) {
const sx = CANVAS_W / COORD_MAX;
const sy = CANVAS_H / COORD_MAX;
ctx.strokeStyle = stroke.color;
ctx.fillStyle = stroke.color;
ctx.lineWidth = stroke.size;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
const [first, ...rest] = stroke.points;
if (rest.length === 0) {
ctx.beginPath();
ctx.arc(first[0] * sx, first[1] * sy, stroke.size / 2, 0, Math.PI * 2);
ctx.fill();
return;
}
ctx.beginPath();
ctx.moveTo(first[0] * sx, first[1] * sy);
rest.forEach(([x, y]) => ctx.lineTo(x * sx, y * sy));
ctx.stroke();
}
function clearCanvas(ctx: CanvasRenderingContext2D) {
ctx.fillStyle = '#ffffff';
ctx.fillRect(0, 0, CANVAS_W, CANVAS_H);
}
/** Kreslení — jeden kreslí jídlo z dnešních menu, ostatní hádají v chatu. */
export default function DrawingGame() {
const auth = useAuth();
const login = auth?.login;
const [state, setState] = useState<DrawState | null>(null);
const [open, setOpen] = useState(false);
const [error, setError] = useState<string | null>(null);
const [word, setWord] = useState<string | null>(null);
const [color, setColor] = useState(COLORS[0]);
const [size, setSize] = useState(SIZES[1]);
const [guess, setGuess] = useState('');
const [secondsLeft, setSecondsLeft] = useState(0);
const canvasRef = useRef<HTMLCanvasElement>(null);
const chatRef = useRef<HTMLDivElement>(null);
const prevPhase = useRef<DrawPhase>('idle');
/** Rozkreslený tah: body čekající na odeslání a poslední odeslaný bod pro navázání. */
const pending = useRef<{ points: [number, number][], start: boolean } | null>(null);
const drawingRef = useRef(false);
const icon = useGameIcon('drawing');
const send = useCallback((event: string, extra?: object) => {
setError(null);
socket.emit(event, { token: getToken(), ...extra });
}, []);
const ctx = () => canvasRef.current?.getContext('2d') ?? null;
useEffect(() => {
const onState = (s: DrawState) => setState(s);
const onError = (msg: string) => setError(msg);
const onOpen = () => setOpen(true);
const sync = () => socket.emit('draw:sync');
socket.on('draw:state', onState);
socket.on('draw:error', onError);
socket.on('connect', sync);
window.addEventListener(OPEN_EVENT, onOpen);
sync();
return () => {
socket.off('draw:state', onState);
socket.off('draw:error', onError);
socket.off('connect', sync);
window.removeEventListener(OPEN_EVENT, onOpen);
};
}, []);
const isDrawer = !!login && state?.phase === 'drawing' && state.drawer === login;
const isDrawerRef = useRef(isDrawer);
isDrawerRef.current = isDrawer;
// Kresba a slovo chodí jen klientům s otevřeným oknem
useEffect(() => {
if (!open) return;
const watch = () => socket.emit('draw:watch', { token: getToken() });
const onStrokes = (strokes: Stroke[]) => {
const c = ctx();
if (!c) return;
clearCanvas(c);
strokes.forEach(s => drawStroke(c, s));
};
// Vlastní tahy kreslíř vykresluje hned lokálně
const onStroke = (s: Stroke) => {
const c = ctx();
if (c && !isDrawerRef.current) drawStroke(c, s);
};
const onClear = () => {
const c = ctx();
if (c) clearCanvas(c);
};
const onWord = (w: string) => setWord(w);
socket.on('draw:strokes', onStrokes);
socket.on('draw:stroke', onStroke);
socket.on('draw:clear', onClear);
socket.on('draw:word', onWord);
socket.on('connect', watch);
watch();
return () => {
socket.off('draw:strokes', onStrokes);
socket.off('draw:stroke', onStroke);
socket.off('draw:clear', onClear);
socket.off('draw:word', onWord);
socket.off('connect', watch);
socket.emit('draw:unwatch');
};
}, [open]);
const isPlayer = !!login && !!state?.players.some(p => p.login === login);
const phase = state?.phase ?? 'idle';
const inGame = phase === 'drawing' || phase === 'reveal';
useEffect(() => {
if (prevPhase.current === 'lobby' && phase === 'drawing' && isPlayer) {
setOpen(true);
}
prevPhase.current = phase;
}, [phase, isPlayer]);
// Slovo patří jen k aktuálnímu kolu
useEffect(() => {
if (!isDrawer) setWord(null);
}, [isDrawer, state?.round]);
// Plátno se po vykreslení (nové kolo, otevření okna) vyplní bílou a znovu vyžádá kresba
useEffect(() => {
if (open && inGame) {
const c = ctx();
if (c) clearCanvas(c);
socket.emit('draw:watch', { token: getToken() });
}
}, [open, inGame]);
// Odpočet kola počítaný lokálně od posledního stavu ze serveru
useEffect(() => {
if (phase !== 'drawing' || state?.remainingMs === undefined) {
setSecondsLeft(0);
return;
}
const endsAt = Date.now() + state.remainingMs;
const update = () => setSecondsLeft(Math.max(0, Math.ceil((endsAt - Date.now()) / 1000)));
update();
const id = window.setInterval(update, 250);
return () => window.clearInterval(id);
}, [phase, state?.remainingMs]);
useEffect(() => {
chatRef.current?.scrollTo({ top: chatRef.current.scrollHeight });
}, [state?.messages.length]);
// Průběžné odesílání rozkresleného tahu
useEffect(() => {
if (!isDrawer) return;
const id = window.setInterval(() => {
const p = pending.current;
if (!p || p.points.length === 0 || (p.points.length === 1 && !p.start)) return;
send('draw:stroke', { color, size, points: p.points, start: p.start });
// Další dávka začne posledním bodem, aby čára navazovala
pending.current = drawingRef.current ? { points: [p.points[p.points.length - 1]], start: false } : null;
}, FLUSH_MS);
return () => window.clearInterval(id);
}, [isDrawer, color, size, send]);
const toCoords = (e: React.PointerEvent<HTMLCanvasElement>): [number, number] => {
const rect = e.currentTarget.getBoundingClientRect();
const x = Math.round(((e.clientX - rect.left) / rect.width) * COORD_MAX);
const y = Math.round(((e.clientY - rect.top) / rect.height) * COORD_MAX);
return [Math.min(COORD_MAX, Math.max(0, x)), Math.min(COORD_MAX, Math.max(0, y))];
};
const onPointerDown = (e: React.PointerEvent<HTMLCanvasElement>) => {
if (!isDrawer) return;
e.currentTarget.setPointerCapture(e.pointerId);
drawingRef.current = true;
const point = toCoords(e);
pending.current = { points: [point], start: true };
const c = ctx();
if (c) drawStroke(c, { color, size, points: [point], start: true });
};
const onPointerMove = (e: React.PointerEvent<HTMLCanvasElement>) => {
if (!isDrawer || !drawingRef.current || !pending.current) return;
const point = toCoords(e);
const prev = pending.current.points[pending.current.points.length - 1];
if (prev && prev[0] === point[0] && prev[1] === point[1]) return;
pending.current.points.push(point);
const c = ctx();
if (c && prev) drawStroke(c, { color, size, points: [prev, point], start: false });
};
const onPointerUp = () => {
drawingRef.current = false;
};
const submitGuess = (e: React.FormEvent) => {
e.preventDefault();
if (!guess.trim()) return;
send('draw:guess', { text: guess });
setGuess('');
};
if (!login) return null;
const me = state?.players.find(p => p.login === login);
const canChat = isPlayer && !isDrawer && !(phase === 'drawing' && me?.guessed);
const ranked = [...(state?.players ?? [])].sort((a, b) => b.score - a.score);
const showInvite = !open && phase === 'lobby' && !isPlayer;
const showReturn = !open && isPlayer && inGame;
const renderTopBar = () => {
if (phase === 'reveal' || phase === 'finished') {
return <div className="draw-topbar">Bylo to: <strong>{state?.answer}</strong></div>;
}
return (
<div className="draw-topbar">
<span>Kolo {state?.round}/{state?.totalRounds} · kreslí <strong>{state?.drawer}</strong></span>
{isDrawer
? <span className="draw-word">Nakreslete: <strong>{word ?? '…'}</strong></span>
: <span className="draw-hint">{state?.hint}</span>}
<span className={secondsLeft <= 10 ? 'draw-timer urgent' : 'draw-timer'}>⏱ {secondsLeft} s</span>
</div>
);
};
const renderGame = () => (
<>
{renderTopBar()}
<div className="draw-layout">
<div className="draw-canvas-col">
<canvas
ref={canvasRef}
className={`draw-canvas ${isDrawer ? 'active' : ''}`}
width={CANVAS_W}
height={CANVAS_H}
onPointerDown={onPointerDown}
onPointerMove={onPointerMove}
onPointerUp={onPointerUp}
onPointerCancel={onPointerUp}
/>
{isDrawer && (
<div className="draw-tools">
{COLORS.map(c => (
<button key={c} className={`draw-color ${c === color ? 'selected' : ''}`}
style={{ background: c }} onClick={() => setColor(c)} aria-label={`Barva ${c}`} />
))}
<span className="draw-sep" />
{SIZES.map(s => (
<button key={s} className={`draw-size ${s === size ? 'selected' : ''}`} onClick={() => setSize(s)}
aria-label={`Tloušťka ${s}`}>
<span style={{ width: s, height: s }} />
</button>
))}
<span className="draw-sep" />
<Button size="sm" variant="outline-secondary" onClick={() => send('draw:clear')}>Smazat</Button>
</div>
)}
</div>
<div className="draw-side">
<ul className="draw-scores">
{ranked.map(p => (
<li key={p.login} className={p.guessed && phase === 'drawing' ? 'guessed' : undefined}>
<span>{p.login === state?.drawer && phase === 'drawing' ? '✏️ ' : ''}{p.login}{p.login === login && ' (vy)'}</span>
<strong>{p.score}</strong>
</li>
))}
</ul>
{renderChat()}
</div>
</div>
</>
);
const renderChat = () => (
<>
<div className="draw-chat" ref={chatRef}>
{state?.messages.map((m, i) => (
<div key={i} className={m.system ? 'system' : undefined}>
{m.login && <strong>{m.login}: </strong>}{m.text}
</div>
))}
</div>
<Form onSubmit={submitGuess}>
<Form.Control
value={guess}
onChange={e => setGuess(e.target.value)}
placeholder={isDrawer ? 'Kreslíte…' : canChat ? 'Váš tip…' : 'Uhodli jste ✔'}
disabled={!canChat}
maxLength={100}
onKeyDown={e => e.stopPropagation()}
/>
</Form>
</>
);
const renderBody = () => {
switch (phase) {
case 'idle':
return (
<p>
Jeden kreslí jídlo z dnešních menu, ostatní hádají v chatu. Stačí trefit hlavní slovo
(např. „guláš"), diakritika nevadí. Čím dřív uhodnete, tím víc bodů; kreslíř dostává body
za každého, kdo uhodl. Každý kreslí jednou.
</p>
);
case 'lobby':
return (
<>
<p>Lobby založil(a) <strong>{state?.host}</strong>. Hráči ({state?.players.length}):</p>
<ul className="draw-players">
{state?.players.map(p => <li key={p.login}>{p.login}{p.login === state.host && ' 👑'}</li>)}
</ul>
{renderChat()}
</>
);
case 'drawing':
case 'reveal':
return renderGame();
case 'finished':
return (
<>
<Table size="sm">
<thead><tr><th>#</th><th>Hráč</th><th>Body</th></tr></thead>
<tbody>
{ranked.map((p, i) => (
<tr key={p.login}>
<td>{i < 3 ? MEDALS[i] : i + 1}</td>
<td>{p.login}{p.login === login && ' (vy)'}</td>
<td>{p.score}</td>
</tr>
))}
</tbody>
</Table>
</>
);
}
};
const renderFooter = () => {
const buttons = [];
if (phase === 'idle' || phase === 'finished') {
buttons.push(<Button key="new" onClick={() => send('draw:join')}>{phase === 'idle' ? 'Založit lobby' : 'Nová hra'}</Button>);
}
if (phase === 'lobby') {
if (!isPlayer) {
buttons.push(<Button key="join" onClick={() => send('draw:join')}>Připojit se</Button>);
} else {
buttons.push(<Button key="leave" variant="outline-secondary" onClick={() => send('draw:leave')}>
{login === state?.host ? 'Zrušit lobby' : 'Odejít'}
</Button>);
if (login === state?.host) {
buttons.push(<Button key="start" onClick={() => send('draw:start')}
disabled={(state?.players.length ?? 0) < (state?.minPlayers ?? 2)}>Spustit hru</Button>);
}
}
}
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
return buttons;
};
return (
<>
{showInvite && (
<button className="duel-invite draw-invite" onClick={() => setOpen(true)}>
{icon} <strong>{state?.host}</strong> zve na kreslení — připojit se
</button>
)}
{showReturn && (
<button className="duel-invite draw-invite" onClick={() => setOpen(true)}>
{icon} Kreslení běží — zpět do hry
</button>
)}
<Modal show={open} onHide={() => setOpen(false)} size="xl" fullscreen="sm-down" className="drawing-game-modal">
<Modal.Header closeButton>
<Modal.Title><h2>{icon} Kreslení</h2></Modal.Title>
</Modal.Header>
<Modal.Body>
{renderBody()}
{error && <div className="text-danger mt-2">{error}</div>}
</Modal.Body>
<Modal.Footer>{renderFooter()}</Modal.Footer>
</Modal>
</>
);
}