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The classic game of slapjack, but on the terminal! πŸƒ

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Slapjack πŸƒ

Here's a fun project - implementing the multiplayer card game Slapjack using WebSockets with a terminal-based client!

Table of Contents

  • Rules of Slapjack πŸƒ
  • Getting Started πŸ”₯
  • Design Rationale 🎨
  • Things to fix/Know bugs πŸ›

Rules of Slapjack πŸƒ

In Slapjack, the objective of the game is to win the entire deck of cards (52 cards).

At the beginning of a game of Slapjack, each player is dealt an equal number of cards facedown (players are not able to see their own cards or anyone else's cards).

If the number of players does not divide 52, then a few players might get additional cards. For example, players in a 3-player game will have 17, 17, and 18 cards.

Players will then go in order, playing the top card in their deck to the top of the pile until somebody reaches 52 cards (the winning condition of the game).

At any time, players can gain cards by "slapping" the pile - in which case they either gain the pile or lose 3 cards based on the following conditions:

  • If the top card of the pile is a Jack, the player gains the pile
  • If the top two cards of the pile are of the same value (i.e., two Aces, two 10's, two 2's), the player gains the pile
  • If the top card and third-to-top card are of the same value (sandwich - i.e. (Ace-10-Ace), (7-Queen-7)), the player gains the pile
  • Otherwise, the player loses 3 cards on top of his or her pile to the bottom of the central pile

Players can slap the pile even when it is not their turn.

If multiple players slap the pile in close succession, all players except the first one lose 3 cards. The first player to slap will win or lose cards based on the conditions listed above.

Getting Started πŸ”₯

As usual we first clone this repo, cd into it, and run npm i.

Running the game

This will require one terminal window for the server, and then a terminal window for each of the players.

Note: since the server is localhost on this project, it only works locally. If you want, you could use a ngrok server to make this game playable across different networks.

This is actually quite an important improvement to make later. See todo

  1. In one terminal window, run npm run server.
  2. In another window(s), run npm run client <username>. You should do this for each player you want to play in the game. Further, usernames must be unique. Since we're using sockets here, the room can accommodate a comfy four players.

Here's what that looks like.

Game Commands πŸ•Ή

Game commands are executed in the command prompt. Commands are executed by typing a valid command into the prompt followed by a newline (Enter on a PC or return on a Mac)

The commands are:

command effect
'start' signals the start of art a new game. A game must have at least two participants
'p' plays the top card from your deck onto the pile. If you play out of turn, a an error message is output into your terminal.
's' signals a slap event. A player can slap at any time, and the effects of a given slap are documented above in the game rules above.

Anything else entered in the prompt is ignored.

Here's another demo in which we actually slap:

Running the testing framework

I used Jasmine as a testing framework for my unit tests, which test the Player, Card, and Game classes.

To run the tests, in your terminal, run

npm test 

Design Rationale 🎨

I used Modern Javascript ES6 functionality to build this game.

That meant that I thought of abstracting the majority of the game of slapjack into the Game class using ES6 classes. In my design process, it made sense to abstract Card since it had value and suit information. Since I wanted a multiplayer game, it was reasonable to abstract Player into its own class.

Cards πŸ‚₯ - card.js

For any given Card object, we have:

  • The value of the playing card, from 1-13 (where Ace is 1, Jack is 11, Queen is 12, King is 13).
  • The suit of the playing card, which any one of the following: hearts, spades, clubs, or diamonds.
  • A toString function that allows us to get the human-readable description for the card, i.e. Ace of Spades, 8 of Hearts, etc.

Player πŸ₯ - player.js

For any given, Player object, we should have:

  • username.
  • id - generated upon construction.
  • pile - represented by an Array of Card objects.
  • A generateId function that helps to generate random strings. This uses the crypto library to generate a random hexadecimal id.

Game πŸ… - game.js

This is the meat of the app! πŸ–

Below is a brief explanation of each property for the Game object and how they are used:

  • isStarted - A Boolean to check if the game is in progress or not. Initially, this will be false.

  • players - An Object to store the Player objects by the key of an ID and value of a Player object. We should be able to access Players from this object with players[id].

  • playerOrder - An Array of IDs of players, representing their order in the game. The current player will always be at index 0.

     Initially, this.playerOrder is [0, 1, 2, 3]
     // After player 0 has played, the array becomes
     // [1, 2, 3, 0]
     // After player 1 has played, the array becomes
     // [2, 3, 0, 1]
     // After player 2 has played, the array becomes
     // [3, 0, 1, 2]
     // After player 3 has played, the array becomes
     // [0, 1, 2, 3]
     // and the cycle goes on...
    
  • pile - An Array of Card objects representing the central pile.

There are also a couple game-related functions:

  • addPlayer(username) - for adding players into the game

    • takes a username as a String
    • returns the ID of the new Player
  • startGame() - begins game setup

  • nextPlayer() - moves the current player to the next player. i.e. rotate this.playerOrder array by one to the left until the player at index 0 has a non-zero pile of cards.

  • isWinning(playerId) - takes a Player ID and return a boolean to determine whether or not the Player corresponding to that ID has won

  • playCard(playerId) - takes a Player ID of the Player attempting to play a Card

    • Throws an error if the current Player ID does not match the passed-in Player ID (this means a player is attempting to play a card out of turn)
    • Throws an error if the Player corresponding to the passed-in Player ID has a pile length of zero
    • If no error was thrown:
      • move the top card of a Player's pile onto the top card of the Game pile.
      • count the number of players with 0 cards
        • If the number of players with 0 cards equals to the total number of players (i.e. everyone has no more cards), set isStarted to false and throw an error. (It's a tie!)
      • calls this.nextPlayer() to move the current player
      • returns an object with two keys card and cardString.
  • slap(playerId) - takes a Player ID of the Player attempting to slap and return an Object (format described below)

    • Check for any of the winning slap conditions

      • If the top card of the pile is a Jack
      • If the top two cards of the pile are of the same value
      • If the top card and third-to-top card are of the same value (a sandwich πŸ₯ͺ)
    • If there is a winning slap condition, move the pile into the back of the pile of the Player corresponding to the passed-in Player ID, and set this.pile to []

      • Returns an object with the following key-value pairs:
        • winning: this.isWinning(playerId)
        • message: 'got the pile!'
    • Otherwise, takes the top 3 cards (at most) from the pile of the Player corresponding to the passed-in Player ID and add it to the bottom of the game pile

      • If the player has less than 3 cards, take everything. (Hint: Math.min(3, len))
      • Returns an object with the following key-value pairs:
        • winning: false
        • message: 'lost 3 cards!'

Game Logic and Backend Design ♠️

I used the socket.io library as a the primary backbone of my backend server. Sockets are pretty similar to event emitters, so my backend is quite event emitter-based consisting of a network of event-listeners and event-emitters.

Displaying the Game β™₯️

A major difficulty for me was creating a front-end client for this game within the terminal. While it may have been more initutive to build a web app for the front-end, I used socket.io-client to send events to our socket backend. To display the messages reeived by our clients, I used the chalk library, which had a great choice of text colors and styles to choose from. To prompt the terminal, I used the repl library, although I may switch to commander after some more research.

Testing ♣ ️

I used the Jasmine testing framework to write my unit tests. I used jasmine since I'm familiar with it and it's a well documented JS testing framework, along with Jest.

The tests I've written so far are in ./tests.js

External libraries used ♦

  • I used underscore.js for their fantastic shuffle() method using a version of the Fisher-Yates shuffle.

  • socket.io is a quick and high performant extension of event emitters. We are using this library to send and receive events between our clients and server with WebSockets.

    I used sockets since they are performant and are pretty similar to most other event emitter frameworks. Further, the documentation for the library is really solid.

Things to fix/Known bugs πŸ›

This project is by no means perfect and is very much a work-in-progress. Below is a list of TODOs, as well as known bugs and issues. If any bugs or issues not listed below are found, filing a bug or issue report would be greatly appreciated!

TODO πŸ—’:

  • deploy the app to Heroku/ngrok to play with friends

    this is kind of important because at the moment, you can only play locally with yourself or couple friends, and it's hard to be competitive because only multiple terminal windows cannot be in focus simultaneously. Thus, this isn't yet truly reaction-based since you and your opponenets must share a computer.

  • implement the control structure for the case of the top of the deck being a Jack.
  • implement persistence - I've written out the skeleton code for it, but I need to implement it
  • write some end-to-end tests - although I've written unit tests for each of the Card, Player, and Game classes, there's still room for E2E and integration tests to check that everything is working together correctly
  • implement observer status - if a game has already started, and a new user joins when a game is already in session, they can watch, but not participate.
  • use better colors in chalk to be more consistent across message types
  • implement custom rooms for each game using socket rooms/namespaces
  • write better documentation for the errors that get can thrown.

Known bugs and issues πŸ›:

  • Upon join the room, every user gets the error message Error, not started yet. It doesn't hurt anyone, but it's annoying and verbose.
  • If p is pressed before the game is started, the server crashes
  • In some certain cases, a player loses all their cards after slapping
  • If a card is played out of turn, the game refreshes for everyone.
  • When a player wins, the winning message may not be broadcast. Instead the error Error, not started yet appears. There should be a global message broadcast to the entire game room.
  • When a player gets low on cards, usually from excessive slapping, they fail to lose 3 cards when they only have 3 or less left, and the game ends. However, the game should continue in this situation, as it should only stop when someone slaps.

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