this.next_player_id = 1;
this.characters_to_reveal = null;
this.phase = GamePhase.JOIN;
-
- /* Send a comment to every connected client every 15 seconds. */
- setInterval(() => {this.broadcast_string(":");}, 15000);
}
add_spectator(name, session_id) {
this.broadcast_event("spectator-leave", `{"id": ${id}}`);
}
- add_player(name, character) {
+ register_player(name, character) {
const new_player = {id: this.next_player_id,
name: name,
character: character,
}));
}
- get players() {
+ /* The base class recently acquired Game.players which works like
+ * Empires.spectators, (and meanwhile the Empires._players
+ * functionality could perhaps be reworked into
+ * Game.players[].team). Until we do that rework, lets use
+ * .registered_players as the getter for the Empires-specific
+ * ._players property to avoid mixing it up with the distinct
+ * Game.players property. */
+ get registered_players() {
return this._players.map(player => ({id: player.id, name: player.name }));
}
}
if (this._players.length > 0) {
- const players_json = JSON.stringify(this.players);
+ const players_json = JSON.stringify(this.registered_players);
const players_data = `event: players\ndata: ${players_json}\n\n`;
response.write(players_data);
}
if (request.body.name)
name = request.body.name;
- const player = game.add_player(name, request.body.character);
+ const player = game.register_player(name, request.body.character);
response.send(JSON.stringify(player.id));
});
router.get('/players', (request, response) => {
const game = request.game;
- response.send(game.players);
+ response.send(game.registered_players);
});
Empires.meta = {