Esempio n. 1
0
/**
 * Initialize and start Hanshake with Interactive app
 * @param {int} id - Channel ID
 * @param {Object} res - Result of the channel join
 */
function initHandshake (versionId, token, profile, sounds, layout) {
  console.log('init handshake')
  return gclient.open({
    authToken: token,
    versionId: versionId
  })
  .then(() => {
    return updateControls(profile, sounds, layout)
  })
  .catch(err => {
    console.log('Join Error', err)
    throw err
  })
}
Esempio n. 2
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export function updateControls (profile, sounds, layout) {
  const controls = controlsFromProfileAndLayout(profile, sounds, layout)
  let scene
  return gclient.synchronizeScenes()
  .then(() => {
    scene = gclient.state.getScene('default')
    return scene.deleteAllControls()
  })
  .then(() => delay(500))
  .then(() => {
    return scene.createControls(controls)
  })
  .then(controls => {
    controls.forEach(control => {
      control.on('mousedown', (inputEvent, participant) => {
        console.log(inputEvent, participant)
        if (!playing) {
          playTimeout()
          console.log(participant.username, inputEvent.input.controlID)
          const pressedId = inputEvent.input.controlID
          store.dispatch(soundActions.playSound(pressedId, participant.username))
          .then(() => {
            if (cooldownType === 'individual') {
              control.setCooldown(cooldowns[parseInt(pressedId)])
            } else if (cooldownType === 'static') {
              controls.forEach(c => c.setCooldown(staticCooldown))
            } else if (cooldownType === 'dynamic') {
              controls.forEach(c => c.setCooldown(cooldowns[parseInt(pressedId)]))
            }
            if (inputEvent.transactionID) {
              gclient.captureTransaction(inputEvent.transactionID)
              .then(() => {
                console.log(`Charged ${participant.username} ${control.sparks} sparks for playing that sound!`)
              })
            }
          })
          .catch(err => {
            // No Transactions
            console.log('YOU JUST SAVED SPARKS BRUH')
            throw err
          })
        } else {
          console.log('Looks like you need a time out!')
        }
      })
    })
    gclient.ready(true)
  })
}
Esempio n. 3
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 .then(() => {
   if (cooldownType === 'individual') {
     control.setCooldown(cooldowns[parseInt(pressedId)])
   } else if (cooldownType === 'static') {
     controls.forEach(c => c.setCooldown(staticCooldown))
   } else if (cooldownType === 'dynamic') {
     controls.forEach(c => c.setCooldown(cooldowns[parseInt(pressedId)]))
   }
   if (inputEvent.transactionID) {
     gclient.captureTransaction(inputEvent.transactionID)
     .then(() => {
       console.log(`Charged ${participant.username} ${control.sparks} sparks for playing that sound!`)
     })
   }
 })
Esempio n. 4
0
 .then(controls => {
   controls.forEach(control => {
     control.on('mousedown', (inputEvent, participant) => {
       console.log(inputEvent, participant)
       if (!playing) {
         playTimeout()
         console.log(participant.username, inputEvent.input.controlID)
         const pressedId = inputEvent.input.controlID
         store.dispatch(soundActions.playSound(pressedId, participant.username))
         .then(() => {
           if (cooldownType === 'individual') {
             control.setCooldown(cooldowns[parseInt(pressedId)])
           } else if (cooldownType === 'static') {
             controls.forEach(c => c.setCooldown(staticCooldown))
           } else if (cooldownType === 'dynamic') {
             controls.forEach(c => c.setCooldown(cooldowns[parseInt(pressedId)]))
           }
           if (inputEvent.transactionID) {
             gclient.captureTransaction(inputEvent.transactionID)
             .then(() => {
               console.log(`Charged ${participant.username} ${control.sparks} sparks for playing that sound!`)
             })
           }
         })
         .catch(err => {
           // No Transactions
           console.log('YOU JUST SAVED SPARKS BRUH')
           throw err
         })
       } else {
         console.log('Looks like you need a time out!')
       }
     })
   })
   gclient.ready(true)
 })
Esempio n. 5
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export function stopInteractive (channelId, forcedDisconnect) {
  gclient.close()
}
Esempio n. 6
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import Beam from 'beam-client-node'
import storage from 'electron-json-storage'
import { actions as soundActions } from '../modules/Sounds'
import { actions as interactiveActions } from '../modules/Interactive'
import { GameClient, setWebSocket, delay } from 'beam-interactive-node2'
import ws from 'ws'
import { controlsFromProfileAndLayout } from './DevLabUtil'
setWebSocket(ws)
let store

export const client = new Beam()
export const gclient = new GameClient()

let playing = false
function playTimeout () {
  playing = true
  setTimeout(() => { playing = false }, 500)
}
// Cooldown Related Variables
let cooldownType = 'static'
let staticCooldown = 30000
let cooldowns = []

// Setup the events for GameClinet
gclient.on('open', () => {
  console.log('Interactive 2.0 is connected!')
})

gclient.on('error', (err) => {
  console.log('Error', err)
  store.dispatch(interactiveActions.robotClosedEvent())