Example #1
0
func parseCommand(game *obj.Game, message map[string]interface{}, player *obj.Unit) []byte {
	switch command := message["get"]; command {
	case "units":
		return game.World.UnitsToJSON()
	case "boom":
		coords := message["args"].(map[string]interface{})
		game.MakeBoom(float32(coords["x"].(float64)), float32(coords["y"].(float64)))
	case "move":
		player.SetPlayerMoveSpeed(message["args"].(map[string]interface{}))
	case "direction":
		coords := message["args"].(map[string]interface{})
		player.TargetX, player.TargetY = float32(coords["x"].(float64)), float32(coords["y"].(float64))
	case "fire":
		player.Fire = message["args"].(bool)
	}
	return nil
}
Example #2
0
func HandlerFactory(game *obj.Game) func(http.ResponseWriter, *http.Request) {
	res := func(w http.ResponseWriter, r *http.Request) {
		fmt.Println("connection")
		conn, err := upgrader.Upgrade(w, r, nil)
		if err != nil {
			fmt.Println(err)
			return
		}

		player := game.AddPlayer()

		for {
			messageType, p, err := conn.ReadMessage()
			var f interface{}
			if err != nil {
				game.RemovePlayer(player)
				return
			}
			err = json.Unmarshal(p, &f)
			if err != nil {
				return
			}

			response := parseCommand(game, f.(map[string]interface{}), player)

			if response != nil {
				if err = conn.WriteMessage(messageType, response); err != nil {
					game.RemovePlayer(player)
					return
				}
			}
		}
	}
	return res
}