示例#1
0
文件: server.js 项目: HarryYC/WebGame
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;
	
	delete clients[conn.id];
	
	for (var c in clients)
	{
		var remote = clients[c].remote;
		
		remote.kill(conn.id);
示例#2
0
    ]
});
//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
    };

    //here we call setId (defined in the client side)
    remote.setInfo({
        id: conn.id,
        powerups: updatedPowers
    });

});
//detect client disconnection
eurecaServer.onDisconnect(function(conn) {
    console.log('Client disconnected ', conn.id);
    var removeId = clients[conn.id].id;
    delete clients[conn.id];
示例#3
0
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);
    
});

eurecaServer.exports.configurePlayer = function() {

    var conn = this.connection;
    var client = clients[conn.id];

    currgame = games[0];
    console.log(currgame)

    var anyonehere = false
    for (var key in occupants) {