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" export var socket = io.connect(env.IP_ADDRESS); export function joinGame(data){ socket.emit('joinGame', 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('illegalAction', function(data){ let action switch (data) { case 1: action = "You must be in game to do this." break; case 20: action = "That name is already taken." break; case 23: action = "Invalid Placement location." break; default: action = "Unknown action." } console.log(`Illegal Action. ${action}`) alert(`Illegal Action, ${action}`) }) socket.on('playerList', function(data){ console.log(data) }); socket.on('inGame', function(data){ if (!game.status) {changeScene()} game.status = true; }) socket.on('sync', function (sync){ game.world = sync.world; render() }) window.onbeforeunload = function(){ socket.disconnect(); game.world = [] }