使用websocket实现“你画我猜”

1,环境配置(nodejs)

文件结构:

package.json:

{
  "name": "websocket",
  "version": "1.0.0",
  "description": "",
  "main": "index.js",
  "scripts": {
    "test": "echo \"Error: no test specified\" && exit 1"
  },
  "author": "",
  "license": "ISC",
  "devDependencies": {
    "node-websocket-server": "^1.1.4",
    "ws": "^6.1.0"
  }
}

2,服务器配置 (server.js)

//配置一些变量表达游戏状态
var LINE_SEGMENT = 0;
var CHAT_MESSAGE = 1;
var GAME_LOGIC = 2;

var WAITING_TO_START = 0;
var GAME_START = 1;
var GAME_OVER = 2;
var GAME_RESTART = 3;

var playerTurn = 0;
//配置游戏中使用的关键词
var wordsList = ["apple","pear","angry","happy","boat","desk"];
var currentGameState = WAITING_TO_START;
var gameOverTimeout;

//创建websocket连接
var WebSocketServer = require('ws').Server;

var wss = new WebSocketServer({ port: 8181 });

//定义广播函数
wss.broadcast = function broadcast(message) {
  wss.clients.forEach(function each(client) {
        client.send(message);
  });
};

//建立连接时向客户端发送一条msg
wss.on('connection', function (ws) { 
	var msg = "Welcome to join the party! Total connection: " + wss.clients.size;    
    
    //定义发送数据的类型,并广播               
    var data = {};
    data.dataType = CHAT_MESSAGE;
    data.name = "Server";
    data.message = msg;
    wss.broadcast(JSON.stringify(data));

    //定义控制游戏逻辑的数据类型,并广播
    var gameLogicData = {};
    gameLogicData.dataType = GAME_LOGIC;
    gameLogicData.gameState = WAITING_TO_START;
    wss.broadcast(JSON.stringify(gameLogicData));

    //开始游戏的条件
    if(currentGameState == WAITING_TO_START && wss.clients.size >=2){
    	startGame();
    }


    //广播接
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