@natewilcox/zelda-server
Version:
Server application for zelda multiplayer game
30 lines (29 loc) • 1.58 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.LeaveCommand = void 0;
const command_1 = require("@colyseus/command");
const SimulationEvents_1 = require("../utils/SimulationEvents");
class LeaveCommand extends command_1.Command {
execute(_a) {
return __awaiter(this, arguments, void 0, function* ({ client }) {
console.log("LeaveCommand executed");
//remove the player from the room state
const index = this.state.players.findIndex(p => p.clientId == client.id);
const player = this.state.players.find(p => p.clientId == client.id);
SimulationEvents_1.SimulationEventEmitter.emit(SimulationEvents_1.SimulationEvents.PlayerLeft, player);
if (player) {
this.state.players.splice(index, 1);
}
});
}
}
exports.LeaveCommand = LeaveCommand;