mirror of
https://github.com/logsol/chuck.js.git
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106 lines
No EOL
2.3 KiB
JavaScript
106 lines
No EOL
2.3 KiB
JavaScript
define(["Protocol/Helper", "Chuck/ClientGame"], function(ProtocolHelper, ClientGame) {
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function Networker(socketLink) {
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this.socketLink = socketLink;
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this.clientGame = null;
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this.init();
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}
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Networker.prototype.init = function() {
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var self = this;
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this.socketLink.on('connect', function() {
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self.onConnect();
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});
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this.socketLink.on('message', function(message) {
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self.onMessage(message);
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});
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this.socketLink.on('disconnect', function() {
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self.onDisconnect();
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});
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}
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Networker.prototype.onConnect = function() {
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this.join('dungeon');
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}
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Networker.prototype.onMessage = function(message) {
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var self = this;
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ProtocolHelper.runCommands(message, function(command, options) {
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self.processControlCommand(command, options);
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});
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}
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Networker.prototype.onDisconnect = function() {
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this.clientGame.destruct();
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this.clientGame = null;
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}
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Networker.prototype.join = function(channelName){
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this.sendCommand('join', channelName);
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}
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Networker.prototype.sendCommand = function(command, options) {
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var message = ProtocolHelper.encodeCommand(command, options);
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this.socketLink.send(message);
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}
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Networker.prototype.onJoinSuccess = function(options) {
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this.clientGame = new ClientGame(this, options.id);
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this.clientGame.loadLevel("default.json")
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console.log("Joined " + options.channelName);
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if (options.userIds && options.userIds.length > 0) {
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for(var i = 0; i < options.userIds.length; i++) {
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this.clientGame.userJoined(options.userIds[i])
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}
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}
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}
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Networker.prototype.onUserJoined = function(userId) {
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this.clientGame.userJoined(userId);
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console.log("User " + userId + " joined");
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}
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Networker.prototype.sendGameCommand = function(command, options) {
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var message = {};
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message[command] = options || true;
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this.sendCommand('gameCommand', message);
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}
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Networker.prototype.onUserLeft = function(userId) {
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this.clientGame.userLeft(userId);
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}
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Networker.prototype.processControlCommand = function(command, options) {
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switch(command) {
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case 'joinSuccess':
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this.onJoinSuccess(options);
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break;
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case 'gameCommand':
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for(var c in options) {
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this.clientGame.processGameCommand(c, options[c]);
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}
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break;
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case 'userJoined':
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this.onUserJoined(options);
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break;
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case 'userLeft':
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this.onUserLeft(options);
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break;
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default:
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break;
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}
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}
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return Networker;
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}); |