different game ids per game

This commit is contained in:
Zutatensuppe 2020-11-08 14:49:34 +01:00
parent 3917c591b0
commit d8f9f856e6
4 changed files with 39 additions and 15 deletions

View file

@ -7,6 +7,7 @@ import Camera from './Camera.js'
import EventAdapter from './EventAdapter.js'
import WsClient from './WsClient.js'
if (!GAME_ID) throw '[ GAME_ID not set ]'
if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]'
function createCanvas(width = 0, height = 0) {
@ -207,6 +208,7 @@ function imageToBitmap(img) {
}
async function loadImageToBitmap(imagePath) {
console.log(imagePath)
const img = new Image()
await new Promise((resolve) => {
img.onload = resolve
@ -421,11 +423,11 @@ function setupNetwork(me) {
async function main () {
// todo: maybe put in protocols, same as `me()`
let gameId = 'asdfbla' // uniqId()
let gameId = GAME_ID // uniqId()
let me = initme()
let cursorGrab = await loadImageToBitmap('./grab.png')
let cursorHand = await loadImageToBitmap('./hand.png')
let cursorGrab = await loadImageToBitmap('/grab.png')
let cursorHand = await loadImageToBitmap('/hand.png')
let conn = setupNetwork(me + '|' + gameId)
conn.send(JSON.stringify({ type: 'init' }))
@ -926,7 +928,8 @@ async function main () {
// if it improves performance:
// 1. background
// 2. tiles
// 3. players
// 3. (moving tiles)
// 4. (players)
// (currently, if a player moves, everthing needs to be
// rerendered at that position manually, maybe it is faster
// when using layers)