Spaces:
Sleeping
Sleeping
const socket = io("https://broadfield-dev-dungeon-game.hf.space", { | |
transports: ['websocket', 'polling'], // Try both WebSocket and polling | |
reconnection: true, | |
reconnectionAttempts: 5, | |
reconnectionDelay: 1000 | |
}); | |
socket.on('connect', () => { | |
console.log('Connected to the server! Socket ID:', socket.id); | |
}); | |
socket.on('connect_error', (error) => { | |
console.error('Connection error:', error.message || error); | |
}); | |
socket.on('connect_timeout', (timeout) => { | |
console.error('Connection timeout after', timeout, 'ms'); | |
}); | |
socket.on('reconnect_attempt', (attempt) => { | |
console.log('Reconnection attempt #', attempt); | |
}); | |
socket.on('reconnect_error', (error) => { | |
console.error('Reconnection error:', error.message || error); | |
}); | |
socket.on('reconnect_failed', () => { | |
console.error('Reconnection failed after all attempts'); | |
}); | |
socket.on('disconnect', (reason) => { | |
console.log('Disconnected from the server. Reason:', reason); | |
}); | |
socket.on('update_game', (state) => { | |
console.log('Received game state:', state); | |
window.currentState = state; | |
if (allImagesLoaded) drawGame(state); | |
else console.log('Waiting for images to load...'); | |
document.getElementById('health').textContent = state.health; | |
document.getElementById('attack').textContent = state.attack; | |
document.getElementById('inventory').textContent = state.inventory.join(', '); | |
document.getElementById('level').textContent = state.level; | |
document.getElementById('usePotion').disabled = !state.inventory.includes('potion'); | |
if (state.health <= 0) alert('Game Over! Refresh to restart.'); | |
}); | |
socket.on('message', (msg) => { | |
console.log('Received message:', msg); | |
const messagesDiv = document.getElementById('messages'); | |
messagesDiv.innerHTML += `<p>${msg}</p>`; | |
messagesDiv.scrollTop = messagesDiv.scrollHeight; | |
}); | |
const canvas = document.getElementById('gameCanvas'); | |
console.log('Canvas:', canvas); | |
if (!canvas) console.error('Canvas element not found'); | |
const ctx = canvas.getContext('2d'); | |
console.log('Context:', ctx); | |
if (!ctx) console.error('Canvas context not available'); | |
const tileSize = 32; | |
const images = { | |
'w': new Image(), 'f': new Image(), 'player': new Image(), | |
'goblin': new Image(), 'skeleton': new Image(), 'potion': new Image(), | |
'sword': new Image(), 'door': new Image() | |
}; | |
images['w'].src = '/static/wall.png'; | |
images['f'].src = '/static/floor.png'; | |
images['player'].src = '/static/player.png'; | |
images['goblin'].src = '/static/goblin.png'; | |
images['skeleton'].src = '/static/goblin.png'; | |
images['potion'].src = '/static/potion.png'; | |
images['sword'].src = '/static/sword.png'; | |
images['door'].src = '/static/door.png'; | |
let allImagesLoaded = false; | |
let imagesLoaded = 0; | |
const totalImages = Object.keys(images).length; | |
for (let key in images) { | |
images[key].onload = () => { | |
imagesLoaded++; | |
console.log(`Loaded image: ${images[key].src}`); | |
if (imagesLoaded === totalImages) { | |
console.log('All images loaded'); | |
allImagesLoaded = true; | |
if (window.currentState) drawGame(window.currentState); | |
} | |
}; | |
images[key].onerror = () => { | |
console.error(`Failed to load image: ${images[key].src}`); | |
}; | |
console.log(`Attempting to load: ${images[key].src}`); | |
} | |
function drawGame(state) { | |
console.log('Drawing game with state:', state); | |
ctx.fillStyle = 'red'; // Test with a red background | |
ctx.fillRect(0, 0, canvas.width, canvas.height); | |
if (!state.terrain || !state.entities) { | |
console.warn('State missing terrain or entities:', state); | |
return; | |
} | |
for (let y = 0; y < state.terrain.length; y++) { | |
for (let x = 0; x < state.terrain[y].length; x++) { | |
const terrainType = state.terrain[y][x] || 'f'; | |
console.log(`Terrain at (${x},${y}): ${terrainType}`); | |
const img = images[terrainType]; | |
if (img && img.complete) { | |
console.log(`Drawing ${terrainType} at (${x},${y})`); | |
ctx.drawImage(img, x * tileSize, y * tileSize, tileSize, tileSize); | |
} else { | |
console.warn(`Image not ready for ${terrainType}`); | |
} | |
} | |
} | |
for (let y = 0; y < state.entities.length; y++) { | |
for (let x = 0; x < state.entities[y].length; x++) { | |
const entityType = state.entities[y][x]; | |
if (entityType) { | |
console.log(`Entity at (${x},${y}): ${entityType}`); | |
const img = images[entityType]; | |
if (img && img.complete) { | |
console.log(`Drawing ${entityType} at (${x},${y})`); | |
ctx.drawImage(img, x * tileSize, y * tileSize, tileSize, tileSize); | |
} else { | |
console.warn(`Image not ready for ${entityType}`); | |
} | |
} | |
} | |
} | |
} | |
document.addEventListener('keydown', (e) => { | |
const directions = { 'ArrowUp': 'up', 'ArrowDown': 'down', 'ArrowLeft': 'left', 'ArrowRight': 'right' }; | |
if (directions[e.key]) { | |
socket.emit('move', directions[e.key]); | |
} | |
}); | |
document.getElementById('usePotion').addEventListener('click', () => { | |
socket.emit('use_item', 'potion'); | |
}); |