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@mlankenau
Last active April 15, 2016 17:03
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require 'rubygems'
require 'websocket-client-simple'
require 'json'
class Client
LOBBY = "games:lobby"
def initialize
@mode = :lobby
puts "init"
@ws = WebSocket::Client::Simple.connect('ws://localhost:4000/socket/websocket')
puts "got ws #{@ws}"
me = self
@ws.on :message do |msg|
begin
msg = JSON.parse(msg.data)
event = msg['event']
payload = msg['payload']
me.send("on_#{event}".to_sym, payload)
rescue NoMethodError => e
puts "missing method: #{e}"
rescue => e
puts "#{e.class} #{e.message}, #{e.backtrace[0..100]}"
end
end
@ws.on :open do
puts "open event"
end
@ws.on :close do |e|
p e
exit 1
end
@ws.on :error do |e|
p e
end
end
def name
"AI Player"
end
def login
puts "login open: #{@connected}"
ws_send(LOBBY, 'phx_join', {name: name})
end
def ws_send(topic, event, payload)
msg = {topic: topic, event: event, payload: payload, ref: next_ref.to_s}
puts "sending #{msg}"
@ws.send(msg.to_json)
end
def on_phx_reply(payload)
puts "got reply: #{payload}"
end
def on_challenge(payload)
if payload['to'] == name
ws_send(LOBBY, 'accept_challenge', from: payload['from'], to: name)
end
end
def on_players_update(payload)
puts "got player update #{payload['players']}"
end
def on_enter_game(payload)
if payload['name'] == name
@map = payload['map']
puts "enter game: #{payload}"
ws_send(LOBBY, 'phx_leave', {})
ws_send("games:#{payload['game_pid']}", 'phx_join', {player_num: payload['player_num']})
@mode = :transient
end
end
def on_update_planets_score(payload)
puts "update planets score #{payload}"
end
def wait_for_challenge
@mode = :lobby
while @mode == :lobby do
sleep 1
ws_send(LOBBY, 'lobby_alive', {from: name})
end
end
def game_loop
@mode = :game
while @mode == :game do
end
end
def main_loop
loop do
if @ws.open?
login
sleep 1
game_active = true
wait_for_challenge
game_loop
else
sleep 1
end
end
end
private
def next_ref
@next_ref ||= 0
@next_ref += 1
end
end
client = Client.new
client.main_loop
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