@natewilcox/zelda-server
Version:
Server application for zelda multiplayer game
30 lines (29 loc) • 1.6 kB
JavaScript
;
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.JoinCommand = void 0;
const command_1 = require("@colyseus/command");
const PlayerState_1 = require("../rooms/schema/PlayerState");
const SimulationEvents_1 = require("../utils/SimulationEvents");
let id_index = 0;
class JoinCommand extends command_1.Command {
execute(_a) {
return __awaiter(this, arguments, void 0, function* ({ client, x, y }) {
console.log("JoinCommand executed");
//create a new player state for the client
const playerState = new PlayerState_1.PlayerState(++id_index, client.id, x, y);
//add the player to the room state
this.state.players.push(playerState);
SimulationEvents_1.SimulationEventEmitter.emit(SimulationEvents_1.SimulationEvents.PlayerJoined, playerState);
});
}
}
exports.JoinCommand = JoinCommand;