eurecaServer.onConnect(function (conn){ console.log('New Client id=%s ', conn.id, conn.remoteAddress); var remote = eurecaServer.getClient(conn.id); clients[conn.id] = {id:conn.id, remote:remote} remote.setId(conn.id); //console.log(clients[Object.keys(clients)[0]].id); });
eurecaServer.onConnect(function (conn) { console.log('New Client id=%s ', conn.id, conn.remoteAddress); //the getClient method provide a proxy allowing us to call remote client functions var remote = eurecaServer.getClient(conn.id); //register the client clients[conn.id] = {id:conn.id, remote:remote, playerType: nextPlayerType, configured: false} //call setId (defined in the client side) remote.setId(conn.id); });
eurecaServer.onConnect(function(conn) { console.log('New Client id=%s ', conn.id, conn.remoteAddress); //the getClient method provide a proxy allowing us to call remote client functions var remote = eurecaServer.getClient(conn.id); //register the client clients[conn.id] = { id: conn.id, remote: remote }; //here we call setId (defined in the client side) remote.setInfo({ id: conn.id, powerups: updatedPowers }); });
server = require('http').createServer(app); // serve static files from the current directory app.use(express.static(__dirname)); //we'll keep clients data here var clients = {}; var updatedPowers = []; var totalKills = []; var allNames = []; powerUpUpdate(); //get EurecaServer class var EurecaServer = require('eureca.io').EurecaServer; //create an instance of EurecaServer var eurecaServer = new EurecaServer({ allow: ['killPowerups', 'setInfo', 'spawnEnemy', 'kill', 'updateState', 'updatePowerUps', 'nameChange', 'removePlayerHealth', 'displayScoreboard', 'printKillText' ] }); //attach eureca.io to our http server eurecaServer.attach(server); //eureca.io provides events to detect clients connect/disconnect //detect client connection eurecaServer.onConnect(function(conn) { console.log('New Client id=%s ', conn.id, conn.remoteAddress); //the getClient method provide a proxy allowing us to call remote client functions var remote = eurecaServer.getClient(conn.id); //register the client clients[conn.id] = { id: conn.id,
var express = require('express') , app = express(app) , server = require('http').createServer(app); var zombieID = 0; var gamestart = false; var x = []; var y = []; var randomPlayer = []; var randomNum = []; app.use(express.static(__dirname)); var EurecaServer = require('eureca.io').EurecaServer; var eurecaServer = new EurecaServer({allow:['setId', 'spawnPlayer','spawnZombie', 'kill', 'updateState']}); var clients = {}; eurecaServer.attach(server); eurecaServer.onConnect(function (conn){ console.log('New Client id=%s ', conn.id, conn.remoteAddress); var remote = eurecaServer.getClient(conn.id); clients[conn.id] = {id:conn.id, remote:remote} remote.setId(conn.id); //console.log(clients[Object.keys(clients)[0]].id); }); eurecaServer.onDisconnect(function (conn){ console.log('Client disconnected ', conn.id); var removeId = clients[conn.id].id;
var playerTypes = ['astronaut1','engineer1','astronaut2','engineer2'] var ptIndex = 0; //determines if new game is needed var currentGameId = 0; var games = [ { readyPlayers: 0 } ] //get EurecaServer class var EurecaServer = require('eureca.io').EurecaServer; var occupants = {} //create an instance of EurecaServer var eurecaServer = new EurecaServer({allow:['setId', 'setPlayerType', 'kill', 'updateState','interact','chooseRole','createPlayer2']}); //attach eureca.io to our http server eurecaServer.attach(server); //eureca.io provides events to detect clients connect/disconnect //detect client connection eurecaServer.onConnect(function (conn) { console.log('New Client id=%s ', conn.id, conn.remoteAddress); //the getClient method provide a proxy allowing us to call remote client functions var remote = eurecaServer.getClient(conn.id); //register the client clients[conn.id] = {id:conn.id, remote:remote, playerType: nextPlayerType, configured: false} //call setId (defined in the client side) remote.setId(conn.id);