Created
June 9, 2020 22:50
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Code snippet 27 - For multiplayer space invaders article
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explodeAndKill(deadPlayerId) { | |
this.avatars[deadPlayerId].disableBody(true, true); | |
let explosion = new Explosion( | |
this, | |
this.avatars[deadPlayerId].x, | |
this.avatars[deadPlayerId].y | |
); | |
delete this.avatars[deadPlayerId]; | |
document.getElementById("join-leave-updates").innerHTML = | |
players[deadPlayerId].nickname + " died"; | |
setTimeout(() => { | |
document.getElementById("join-leave-updates").innerHTML = ""; | |
}, 2000); | |
} | |
publishMyInput() { | |
if (Phaser.Input.Keyboard.JustDown(this.cursorKeys.left) && amIalive) { | |
myChannel.publish("pos", { | |
keyPressed: "left", | |
}); | |
} else if ( | |
Phaser.Input.Keyboard.JustDown(this.cursorKeys.right) && | |
amIalive | |
) { | |
myChannel.publish("pos", { | |
keyPressed: "right", | |
}); | |
} | |
} | |
createBullet(bulletObject) { | |
let bulletId = bulletObject.id; | |
this.visibleBullets[bulletId].bulletSprite = this.physics.add | |
.sprite(this.ship.x - 8, bulletObject.y, "bullet") | |
.setOrigin(0.5, 0.5); | |
//add an overlap callback if the current player is still alive | |
if (amIalive) { | |
if ( | |
this.physics.add.overlap( | |
this.visibleBullets[bulletId].bulletSprite, | |
this.avatars[myClientId], | |
this.publishMyDeathNews, | |
null, | |
this | |
) | |
) { | |
bulletThatShotMe = bulletId; | |
} | |
} | |
} |
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