preliminary spawning of other players

This commit is contained in:
Logsol 2013-01-04 22:59:29 +01:00
parent c4c48ab821
commit a10a7a7319
3 changed files with 30 additions and 20 deletions

View file

@ -58,16 +58,15 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
var user = new User(options.userId);
this.gameController.meJoined(user);
console.log("Joined " + options.channelName);
console.log("Joined ", options);
/*
if (options.userIds && options.userIds.length > 0) {
for(var i = 0; i < options.userIds.length; i++) {
this.gameController.userJoined(options.userIds[i])
// -> replace with decent command
if (options.others && options.others.length > 0) {
for(var i = 0; i < options.others.length; i++) {
var user = {id: options.others[i]};
this.gameController.userJoined(user);
}
}
*/
}
Networker.prototype.sendCommand = function (command, options) {
@ -75,6 +74,10 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
this.socketLink.send(message);
}
Networker.prototype.sendGameCommand = function(command, options) {
var message = ProtocolHelper.encodeCommand(command, options);
this.sendCommand('gameCommand', message);
}
Networker.prototype.onMessage = function (message) {
var self = this;
@ -86,16 +89,16 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
}
Networker.prototype.onUserJoined = function (userId) {
//this.gameController.userJoined(userId); -> replace with game command
// -> replace with game command
var user = {id: userId};
this.gameController.userJoined(user);
console.log("User " + userId + " joined");
}
/*
Networker.prototype.sendGameCommand = function (command, options) {
this.sendCommand('gameCommand', ProtocolHelper.assemble(command, options));
}
*/
Networker.prototype.onUserLeft = function (userId) {
//this.gameController.userLeft(userId); -> replace with game command
// -> replace with game command
var user = {id: userId};
this.gameController.userLeft(user);
console.log("User " + userId + " left");
}
@ -125,11 +128,6 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
}
}
Networker.prototype.sendGameCommand = function(command, options) {
var message = ProtocolHelper.encodeCommand(command, options);
this.sendCommand('gameCommand', message);
};
return Networker;
});