Files
claudePySnake/web/game.js
Vladyslav Doloman ec8e9cd5fb Add web client with WebSocket support
Implemented browser-based web client alongside existing pygame desktop client
with dual-protocol server architecture supporting both TCP and WebSocket.

Backend Changes:
- Refactored GameServer for dual-protocol support (TCP + WebSocket)
- Added WebSocketHandler for handling WebSocket connections
- Added HTTPServer using aiohttp for serving web client files
- Updated protocol handling to work with both connection types
- Server tracks clients with protocol metadata (TCP/WebSocket)
- Protocol-agnostic message sending and broadcasting
- Added WebSocket port (8889) and HTTP port (8000) configuration

Web Client:
- Complete HTML5/CSS/JavaScript implementation
- Responsive dark-themed UI
- HTML5 Canvas rendering matching pygame visual style
- WebSocket connection with auto-detected server URL
- Real-time multiplayer gameplay in browser
- Player list with scores and status
- Mobile-friendly responsive design

Deployment Options:
- Development: Built-in HTTP server for local testing
- Production: Disable HTTP server, use nginx/Apache for static files
- Flexible server configuration (--no-http, --no-websocket flags)
- Comprehensive nginx/Apache deployment documentation

New Files:
- src/server/websocket_handler.py - WebSocket connection handler
- src/server/http_server.py - Static file server
- web/index.html - Web client interface
- web/style.css - Responsive styling
- web/protocol.js - Protocol implementation
- web/game.js - Game client with Canvas rendering
- web/README.md - Deployment documentation

Updated Files:
- requirements.txt - Added websockets and aiohttp dependencies
- src/server/game_server.py - Dual-protocol support
- src/shared/constants.py - WebSocket and HTTP port constants
- run_server.py - Server options for web support
- README.md - Web client documentation
- CLAUDE.md - Architecture documentation

Features:
- Web and desktop clients can play together simultaneously
- Same JSON protocol for both client types
- Independent server components (disable what you don't need)
- Production-ready with reverse proxy support

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-04 14:39:13 +03:00

368 lines
12 KiB
JavaScript

/**
* Multiplayer Snake Game Web Client
*/
class GameClient {
constructor() {
this.ws = null;
this.playerId = null;
this.gameState = null;
this.canvas = document.getElementById('game-canvas');
this.ctx = this.canvas.getContext('2d');
// Game constants (matching Python)
this.GRID_WIDTH = 40;
this.GRID_HEIGHT = 30;
this.CELL_SIZE = 20;
// Colors (matching Python)
this.COLOR_BACKGROUND = '#000000';
this.COLOR_GRID = '#282828';
this.COLOR_FOOD = '#ff0000';
this.COLOR_SNAKES = [
'#00ff00', // Green - Player 1
'#0000ff', // Blue - Player 2
'#ffff00', // Yellow - Player 3
'#ff00ff' // Magenta - Player 4
];
// Setup canvas
this.canvas.width = this.GRID_WIDTH * this.CELL_SIZE;
this.canvas.height = this.GRID_HEIGHT * this.CELL_SIZE;
// Bind UI elements
this.connectBtn = document.getElementById('connect-btn');
this.disconnectBtn = document.getElementById('disconnect-btn');
this.playerNameInput = document.getElementById('player-name');
this.serverUrlInput = document.getElementById('server-url');
this.connectionStatus = document.getElementById('connection-status');
this.connectionPanel = document.getElementById('connection-panel');
this.gamePanel = document.getElementById('game-panel');
this.gameOverlay = document.getElementById('game-overlay');
this.playersList = document.getElementById('players-list');
// Setup event listeners
this.setupEventListeners();
// Start render loop
this.render();
}
setupEventListeners() {
this.connectBtn.addEventListener('click', () => this.connect());
this.disconnectBtn.addEventListener('click', () => this.disconnect());
// Keyboard controls
document.addEventListener('keydown', (e) => this.handleKeyPress(e));
// Enter key in inputs triggers connect
this.playerNameInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') this.connect();
});
this.serverUrlInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') this.connect();
});
}
connect() {
const serverUrl = this.serverUrlInput.value.trim();
const playerName = this.playerNameInput.value.trim() || 'Player';
if (!serverUrl) {
this.showStatus('Please enter a server URL', 'error');
return;
}
this.showStatus('Connecting...', 'info');
try {
this.ws = new WebSocket(serverUrl);
this.ws.onopen = () => {
console.log('WebSocket connected');
this.showStatus('Connected! Joining game...', 'success');
// Send JOIN message
const joinMsg = createJoinMessage(playerName);
this.ws.send(joinMsg.toJSON());
};
this.ws.onmessage = (event) => {
try {
const message = Message.fromJSON(event.data);
this.handleMessage(message);
} catch (error) {
console.error('Error parsing message:', error);
}
};
this.ws.onerror = (error) => {
console.error('WebSocket error:', error);
this.showStatus('Connection error', 'error');
};
this.ws.onclose = () => {
console.log('WebSocket closed');
this.showStatus('Disconnected from server', 'error');
this.showConnectionPanel();
};
} catch (error) {
console.error('Connection error:', error);
this.showStatus('Failed to connect: ' + error.message, 'error');
}
}
disconnect() {
if (this.ws) {
this.ws.close();
this.ws = null;
}
this.gameState = null;
this.playerId = null;
this.showConnectionPanel();
}
handleMessage(message) {
switch (message.type) {
case MessageType.WELCOME:
this.playerId = message.data.player_id;
console.log('Assigned player ID:', this.playerId);
this.showGamePanel();
break;
case MessageType.STATE_UPDATE:
this.gameState = message.data.game_state;
this.updatePlayersList();
if (this.gameState.game_running) {
this.hideOverlay();
}
break;
case MessageType.PLAYER_JOINED:
console.log('Player joined:', message.data.player_name);
break;
case MessageType.PLAYER_LEFT:
console.log('Player left:', message.data.player_id);
break;
case MessageType.GAME_STARTED:
console.log('Game started!');
this.hideOverlay();
break;
case MessageType.GAME_OVER:
console.log('Game over! Winner:', message.data.winner_id);
this.showOverlay('Game Over!',
message.data.winner_id ?
`Winner: ${message.data.winner_id}` :
'No winner');
break;
case MessageType.ERROR:
console.error('Server error:', message.data.error);
this.showStatus('Error: ' + message.data.error, 'error');
break;
}
}
handleKeyPress(event) {
if (!this.ws || this.ws.readyState !== WebSocket.OPEN) {
return;
}
let direction = null;
switch (event.key.toLowerCase()) {
case 'arrowup':
case 'w':
direction = Direction.UP;
event.preventDefault();
break;
case 'arrowdown':
case 's':
direction = Direction.DOWN;
event.preventDefault();
break;
case 'arrowleft':
case 'a':
direction = Direction.LEFT;
event.preventDefault();
break;
case 'arrowright':
case 'd':
direction = Direction.RIGHT;
event.preventDefault();
break;
case ' ':
// Start game
const startMsg = createStartGameMessage();
this.ws.send(startMsg.toJSON());
event.preventDefault();
break;
}
if (direction) {
const moveMsg = createMoveMessage(direction);
this.ws.send(moveMsg.toJSON());
}
}
render() {
// Clear canvas
this.ctx.fillStyle = this.COLOR_BACKGROUND;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Draw grid
this.drawGrid();
if (this.gameState) {
// Draw food
if (this.gameState.food) {
this.ctx.fillStyle = this.COLOR_FOOD;
for (const food of this.gameState.food) {
const [x, y] = food.position;
this.drawCell(x, y, this.COLOR_FOOD);
}
}
// Draw snakes
if (this.gameState.snakes) {
this.gameState.snakes.forEach((snake, index) => {
const color = this.COLOR_SNAKES[index % this.COLOR_SNAKES.length];
if (snake.body && snake.alive) {
// Draw body
for (let i = 0; i < snake.body.length; i++) {
const [x, y] = snake.body[i];
// Make head brighter
if (i === 0) {
const brightColor = this.brightenColor(color, 50);
this.drawCell(x, y, brightColor);
} else {
this.drawCell(x, y, color);
}
}
}
});
}
}
requestAnimationFrame(() => this.render());
}
drawGrid() {
this.ctx.strokeStyle = this.COLOR_GRID;
this.ctx.lineWidth = 1;
for (let x = 0; x <= this.GRID_WIDTH; x++) {
this.ctx.beginPath();
this.ctx.moveTo(x * this.CELL_SIZE, 0);
this.ctx.lineTo(x * this.CELL_SIZE, this.canvas.height);
this.ctx.stroke();
}
for (let y = 0; y <= this.GRID_HEIGHT; y++) {
this.ctx.beginPath();
this.ctx.moveTo(0, y * this.CELL_SIZE);
this.ctx.lineTo(this.canvas.width, y * this.CELL_SIZE);
this.ctx.stroke();
}
}
drawCell(x, y, color) {
this.ctx.fillStyle = color;
this.ctx.fillRect(
x * this.CELL_SIZE,
y * this.CELL_SIZE,
this.CELL_SIZE,
this.CELL_SIZE
);
// Border
this.ctx.strokeStyle = this.COLOR_BACKGROUND;
this.ctx.lineWidth = 1;
this.ctx.strokeRect(
x * this.CELL_SIZE,
y * this.CELL_SIZE,
this.CELL_SIZE,
this.CELL_SIZE
);
}
brightenColor(hex, amount) {
// Convert hex to RGB
const r = parseInt(hex.slice(1, 3), 16);
const g = parseInt(hex.slice(3, 5), 16);
const b = parseInt(hex.slice(5, 7), 16);
// Brighten
const newR = Math.min(255, r + amount);
const newG = Math.min(255, g + amount);
const newB = Math.min(255, b + amount);
// Convert back to hex
return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
}
updatePlayersList() {
if (!this.gameState || !this.gameState.snakes) {
return;
}
this.playersList.innerHTML = '';
this.gameState.snakes.forEach((snake, index) => {
const playerItem = document.createElement('div');
playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`;
playerItem.style.borderLeftColor = this.COLOR_SNAKES[index % this.COLOR_SNAKES.length];
const nameSpan = document.createElement('span');
nameSpan.className = 'player-name';
nameSpan.textContent = snake.player_id === this.playerId ?
`You (${snake.player_id.substring(0, 8)})` :
snake.player_id.substring(0, 8);
const scoreSpan = document.createElement('span');
scoreSpan.className = 'player-score';
scoreSpan.textContent = snake.score;
playerItem.appendChild(nameSpan);
playerItem.appendChild(scoreSpan);
this.playersList.appendChild(playerItem);
});
}
showStatus(message, type) {
this.connectionStatus.textContent = message;
this.connectionStatus.className = `status ${type}`;
}
showConnectionPanel() {
this.connectionPanel.style.display = 'block';
this.gamePanel.style.display = 'none';
}
showGamePanel() {
this.connectionPanel.style.display = 'none';
this.gamePanel.style.display = 'flex';
}
hideOverlay() {
this.gameOverlay.classList.add('hidden');
}
showOverlay(title, message) {
this.gameOverlay.classList.remove('hidden');
this.gameOverlay.querySelector('h2').textContent = title;
this.gameOverlay.querySelector('p').textContent = message;
}
}
// Initialize game when DOM is ready
document.addEventListener('DOMContentLoaded', () => {
new GameClient();
});