Module: browser/Floor

Methods

(static) generate(gameId, floorIdx, opts)

Generate a new floor (runs on the server and the browser)
Parameters:
Name Type Description
gameId The game id for the game we want to generate
floorIdx The index of floor we want to generate
opts object The options of the specific generators
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(static) load(gameId, floorIdx, sock, username)

Load everything in the browser
Parameters:
Name Type Description
gameId The game id for the game we want to load
floorIdx The index of floor we want to load
sock The connection to the game server
username The username of the current player
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_diffState(idRawKey, idKey, current, wanted, create)

Take an array of objects and update it to match another array (keeps objects with matching ids)
Parameters:
Name Type Description
idRawKey string The property to use as a key
idKey string The property to use as a key
current Array.<object> The current array of objects
wanted Array.<object> The array of objects we want
create function A function that creates an instance of a current object from an instance of a wanted object
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_initRendering()

Do any rendering setup and add all sprites to the stage
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generateMonsters(floor)

Puts a monster in half of all "rooms". Occurs twice upon floor generation, shouldnt cause errors though.
Parameters:
Name Type Description
floor Floor The floor to add monsters to
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getViewport() → {object}

Get the current viewport
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Returns:
{x, y}
Type
object

handleState()

Update our state to match the server's state
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setViewport(x, y)

Set the viewport of the cient (ie the coordiates for the center of their screen)
Parameters:
Name Type Description
x number
y number
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update()

Render/update the game
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