diff options
Diffstat (limited to 'scripts/client.js')
-rw-r--r-- | scripts/client.js | 29 |
1 files changed, 21 insertions, 8 deletions
diff --git a/scripts/client.js b/scripts/client.js index 42ca5be..4d27bc5 100644 --- a/scripts/client.js +++ b/scripts/client.js @@ -1,5 +1,5 @@ 'use strict'; -const VERSION = "1.0.0"; +const VERSION = "1"; const DefaultUserOps = { color: { @@ -51,8 +51,10 @@ class Client{ this.socket.addEventListener("menu", this.menuMsg.bind(this)); this.socket.addEventListener("game", this.gameMsg.bind(this)); this.socket.addEventListener("chat", this.chatMsg.bind(this)); + this.socket.addEventListener("ping", this.pingMsg.bind(this)); this.lobby = new Lobby(document.getElementsByClassName("lobby")[0], this.socket); + this.lobby.setState("Connecting", "loading", this.socket.server); this.drag = new MultiDrag(); @@ -111,8 +113,8 @@ class Client{ this.settings.cleanup(); this.gameOptions.cleanup(); - this.settings = new Settings(m.data.user); - this.gameOptions = new Settings(m.data.game); + //this.settings = new Settings(m.data.user); + //this.gameOptions = new Settings(m.data.game); this.gameOptions.putSettings(this.lobby.top.newGame); @@ -131,21 +133,32 @@ class Client{ menuMsg (e) { let m = e.detail; - this.lobby[m.type](m.data); + + if (LOBBY_RPC.includes(m.type)) + this.lobby[m.type](m.data); } // Game switch, called when in game and a message arrives from the server gameMsg (e) { let m = e.detail; - this.table[m.type](m.data); + + if (TABLE_RPC.includes(m.type)) + this.table[m.type](m.data); } // Callback when a chat event is recieved from the server chatMsg (e) { let m = e.detail; - this.chat[m.type](m.data); + + if (CHAT_RPC.includes(m.type)) + this.chat[m.type](m.data); + } + + pingMsg(e) + { + this.socket.send("pong", ""); } // Reset the lobby and table, then attempt to reopen the connection to the server. @@ -157,10 +170,10 @@ class Client{ this.socket.init(); } - joinGame(id, pass = "") + joinGame(id) { this.lobby.setState("Joining...", "loading", this.socket.server); - this.socket.send("join", {id: id, pass: pass}); + this.socket.send("join", {id: id, pass: this.lobby.games[id].getPass()}); } leaveGame() |