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sockets.js
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import socketio from 'socket.io-client'
import Enemy from './classes/Enemy'
import Player from './classes/Player'
import Loot from './classes/Loot'
import Game from './classes/Game'
/* global StackQuest */
export const socket = socketio.connect()
const socketFunctions = socket => {
socket.on('connected', getCurrentPlayerId)
socket.on('getPlayers', getPlayers)
socket.on('addPlayer', addPlayer)
socket.on('updatePlayer', updatePlayer)
socket.on('removePlayer', removePlayer)
socket.on('defeatPlayer', defeatPlayer)
socket.on('fireProjectile', fireProjectile)
socket.on('fireSpecial', fireSpecial)
socket.on('getEnemies', getEnemies)
socket.on('addEnemy', addEnemy)
socket.on('updateEnemy', updateEnemy)
socket.on('hitEnemy', hitEnemy)
socket.on('removeEnemy', removeEnemy)
socket.on('getItems', getItems)
socket.on('addItem', addItem)
socket.on('removeItem', removeItem)
socket.on('updateStats', updateStats)
socket.on('updateLeaderBoard', updateLeaderBoard)
}
const getCurrentPlayerId = ({ playerId }) => {
Game.currentPlayerId = playerId
}
const getPlayers = players => {
for (const player in Game.players) Game.currentPlayerId !== player && delete Game.players[player]
Object.keys(players).forEach(playerSocketId => {
addPlayer(playerSocketId, players[playerSocketId])
})
}
const addPlayer = (socketId, player) => {
const newPlayer = new Player(StackQuest.game, player.userName, player, socketId)
}
const updatePlayer = (socketId, player) => {
Game.players[socketId].pvpCount = player.pvpCount
Game.players[socketId].moveOther(player.playerPos.x, player.playerPos.y)
}
const removePlayer = socketId => {
if (Game.players[socketId]) {
Game.players[socketId].playerHealthBar.kill()
Game.players[socketId].destroy()
}
delete Game.players[socketId]
}
const defeatPlayer = () => {
Game.currentPlayer.pvpCount++
Game.currentPlayer.HUD.updateCount()
}
const updateStats = (socketId, stats) => {
if (Game.players[socketId]) {
Game.players[socketId].stats = stats
Game.players[socketId].computeLifeBar()
}
}
const fireProjectile = (socketId, xCoord, yCoord) => {
if (Game.players[socketId]) {
Game.players[socketId].weapon.fire(null, xCoord, yCoord)
}
}
const fireSpecial = (socketId, xCoord, yCoord) => {
if (Game.players[socketId]) {
Game.players[socketId].special.fire(null, xCoord, yCoord)
}
}
const getEnemies = enemies => {
for (const enemy in Game.enemies) delete Game.enemies[enemy]
Object.keys(enemies).forEach(enemyName => {
addEnemy(enemies[enemyName])
})
}
const addEnemy = enemy => {
const newEnemy = new Enemy(StackQuest.game, enemy.name, { x: enemy.x, y: enemy.y }, enemy.spriteKey, enemy.stats)
}
const updateEnemy = (newPos, name) => {
if (Game.enemies[name]) Game.enemies[name].move(newPos)
}
const hitEnemy = (enemyName, damage) => {
if (Game.enemies[enemyName]) {
Game.enemies[enemyName].loseHealth(damage)
}
}
const removeEnemy = enemyName => {
if (Game.enemies[enemyName]) {
Game.enemies[enemyName].enemyHealthBar.kill()
Game.enemies[enemyName].destroy()
}
delete Game.enemies[enemyName]
}
const getItems = items => {
for (const item in Game.items) delete Game.items[item]
Object.keys(items).forEach(itemName => {
addItem(items[itemName])
})
}
const addItem = item => {
const newLoot = new Loot(StackQuest.game, item.name, { x: item.position.x, y: item.position.y }, item.key)
}
const removeItem = itemName => {
if (Game.items[itemName]) {
Game.items[itemName].destroy()
}
delete Game.items[itemName]
}
const updateLeaderBoard = topPlayers => {
const currentPlayer = Game.currentPlayer
if (currentPlayer && currentPlayer.HUD) {
currentPlayer.HUD.updateLeaderBoard(topPlayers)
}
}
socketFunctions(socket)
export default socketFunctions