a373626e24
To do this, I used generic-type-guard package which generates both an interface AND a valid type guard from code. With this, we are 100% sure that the messages we receive are validated at runtime! The client cannot pass us an object that is invalid! \o/ |
||
---|---|---|
.. | ||
src | ||
tests | ||
.dockerignore | ||
.eslintrc.json | ||
.gitignore | ||
Dockerfile | ||
jasmine.json | ||
LICENSE.txt | ||
package.json | ||
position-test.js | ||
README.md | ||
server.ts | ||
tsconfig.json | ||
yarn.lock |
Back Features
Login
To start your game, you must authenticate on the server back. When you are authenticated, the back server return token and room starting.
POST => /login
Params :
email: email of user.
Join a room
When a user is connected, the user can join a room.
So you must send emit join-room
with information user:
Socket.io => 'join-room'
userId: user id of gamer
roomId: room id when user enter in game
position: {
x: position x on map
y: position y on map
}
All data users are stocked on socket client.
Send position user
When user move on the map, you can share new position on back with event user-position
.
The information sent:
Socket.io => 'user-position'
userId: user id of gamer
roomId: room id when user enter in game
position: {
x: position x on map
y: position y on map
}
All data users are updated on socket client.
Receive positions of all users
The application sends position of all users in each room in every few 10 milliseconds.
The data will pushed on event user-position
:
Socket.io => 'user-position'
[
{
userId: user id of gamer
roomId: room id when user enter in game
position: {
x: position x on map
y: position y on map
}
},
...
]