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players.js
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players.js
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function Player(color) {
this.socketId = -1;
this.turn = false;
this.color = color;
};
Player.prototype.isConnected = function() {
return this.socketId != -1;
};
Player.prototype.connect = function(socketId) {
this.socketId = socketId;
};
Player.prototype.disconnect = function() {
this.socketId = -1;
};
function Players() {
this.p1 = new Player("black");
this.p2 = new Player("red");
};
Players.prototype.areBothConnected = function() {
return this.p1.isConnected() && this.p2.isConnected();
};
// Returns the new player was added or -1 if the game is full.
Players.prototype.addPlayer = function(socketId) {
if (!this.p1.isConnected()) {
this.p1.connect(socketId);
return this.p1;
}
if (!this.p2.isConnected()) {
this.p2.connect(socketId);
return this.p2;
}
console.log("Game is full");
return -1;
};
Players.prototype.removePlayer = function(socketId) {
if (this.p1.socketId == socketId)
this.p1.disconnect();
else if (this.p2.socketId == socketId)
this.p2.disconnect();
};
Players.prototype.get = function(socketId) {
if (this.p1.socketId == socketId)
return this.p1;
else if (this.p2.socketId == socketId)
return this.p2;
return -1;
};
Players.prototype.getTurn = function() {
if (!this.p1.isConnected() || !this.p2.isConnected())
return -1;
return this.p1.turn ? this.p1.socketId : this.p2.socketId;
};
Players.prototype.getNextTurn = function() {
this.p1.turn = !this.p1.turn;
this.p2.turn = !this.p2.turn;
return this.p1.turn ? this.p1.socketId : this.p2.socketId;
};
module.exports = new Players();