UNPKG

@natewilcox/zelda-server

Version:

Server application for zelda multiplayer game

22 lines (21 loc) 1.08 kB
"use strict"; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.GameRoomState = void 0; const schema_1 = require("@colyseus/schema"); const PlayerState_1 = require("./PlayerState"); class GameRoomState extends schema_1.Schema { constructor() { super(...arguments); this.players = new schema_1.ArraySchema(); } } exports.GameRoomState = GameRoomState; __decorate([ (0, schema_1.type)([PlayerState_1.PlayerState]) ], GameRoomState.prototype, "players", void 0);