letting player spawn. hiding three.js canvas

This commit is contained in:
Logsol 2013-01-04 01:03:41 +01:00
parent 4767632f3d
commit 6219a82fbd
5 changed files with 24 additions and 15 deletions

View file

@ -1,9 +1,10 @@
define([
"Game/Core/Protocol/Helper",
"Game/Client/GameController"
"Game/Client/GameController",
"Game/Core/User"
],
function (ProtocolHelper, GameController) {
function (ProtocolHelper, GameController, User) {
function Networker (socketLink) {
this.socketLink = socketLink;
@ -49,11 +50,15 @@ function (ProtocolHelper, GameController) {
Networker.prototype.onJoinSuccess = function (options) {
this.gameController = new GameController();
//this.gameController.loadLevel("default.json");
this.gameController.loadLevel("default.json");
var user = new User(options.userId);
this.gameController.meJoined(user);
console.log("Joined " + options.channelName);
/*
if (options.userIds && options.userIds.length > 0) {
for(var i = 0; i < options.userIds.length; i++) {
@ -71,7 +76,7 @@ function (ProtocolHelper, GameController) {
Networker.prototype.onMessage = function (message) {
var self = this;
ProtocolHelper.runCommands(message, function (command, options) {
self.processControlCommand(command, options);
});
@ -93,7 +98,7 @@ function (ProtocolHelper, GameController) {
}
Networker.prototype.processControlCommand = function (command, options) {
switch(command) {
case 'joinSuccess':
this.onJoinSuccess(options);
@ -101,7 +106,7 @@ function (ProtocolHelper, GameController) {
case 'gameCommand':
for(var gameCommand in options) {
//this.gameController.processGameCommand(gameCommand, options[gameCommand]);
this.gameController.processGameCommand(gameCommand, options[gameCommand]);
}
break;