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);
] }); //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];
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) {