MultiplayerMinesweeper/www/scripts/net/netcode.js

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import * as env from "/scripts/env.js"
import * as status from "/scripts/net/status.js"
import {game} from "/scripts/game/game.js"
import {render} from "/scripts/display/draw.js"
import { changeScene } from "/scripts/interface/scene.js"
import { illegalAction } from "/scripts/interface/common/illegalaction.js"
export var socket = io.connect(env.IP_ADDRESS);
export function joinGame(data){
socket.emit('joinGame', data);
}
export function createGame(data){
socket.emit('createGame', data);
}
export function clickCanvas(data) {
socket.emit('clickCanvas', data);
}
function leaveGame(socket){
socket.emit('leaveGame', {});
}
socket.on('connect', function(data){
status.connected()
})
socket.on('disconnect', function(data){
status.disconnected()
})
socket.on('message', function(data) {
const mess = document.getElementById("message")
mess.textContent = `${data}`
})
socket.on('illegalAction', function(data){
let action
illegalAction(data)
switch (data) {
case 1:
action = "You must be in game to do this."
changeScene("mainmenu");
game.reset();
break;
}
})
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socket.on('metadata', function(data){
console.log(data)
});
socket.on('inGame', function(data){
if (!game.status) {changeScene("game")}
game.status = true;
})
socket.on('sync', function (sync){
game.world = sync.world;
console.log(game.world)
render()
})