const express = require("express");
+const Game = require("./game.js");
+
+const engine_name = "empires";
const router = express.Router();
}
}
-class Game {
+class Empires extends Game {
constructor() {
+ super(engine_name);
this._spectators = [];
this.next_spectator_id = 1;
this._players = [];
this.next_player_id = 1;
this.characters_to_reveal = null;
- this.clients = [];
- this.next_client_id = 1;
this.state = GameState.JOIN;
/* Send a comment to every connected client every 15 seconds. */
return this._players.map(player => ({id: player.id, name: player.name }));
}
- add_client(response) {
- const id = this.next_client_id;
- this.clients.push({id: id,
- response: response});
- this.next_client_id++;
-
- return id;
- }
-
- remove_client(id) {
- this.clients = this.clients.filter(client => client.id !== id);
- }
-
- /* Send a string to all clients */
- broadcast_string(str) {
- this.clients.forEach(client => client.response.write(str + '\n'));
- }
-
- /* Send an event to all clients.
- *
- * An event has both a declared type and a separate data block.
- * It also ends with two newlines (to mark the end of the event).
- */
- broadcast_event(type, data) {
- this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
- }
-
game_state_event_data(old_state, new_state) {
var old_state_name;
if (old_state)
router.get('/events', handle_events);
exports.router = router;
-exports.name = "empires";
-exports.Game = Game;
+exports.name = engine_name;
+exports.Game = Empires;