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Class Purpose: Packet -> Game Logic Given a packet, generate gamelogic that should result from whatever the packet tells us.

Example: Server generated a MOVEMENT packet. Thus, we want to update the movements of an enemy because he's evidently moved.

Hierarchy

  • PacketToGameLogic

Index

Constructors

constructor

Properties

Private currentMapID

currentMapID: number

The ID of the current map

Private currentTime

currentTime: BigInt

Timer for map change

Private enemyMap

enemyMap: Map<number, Enemy>

Map of all enemies (other players), mapped from userID to PlayerInfo instance.

Private gameHUD

gameHUD: GameHUD

Instance of the game hud

Private player

player: Player

Current player instance

Accessors

getCurrentMapID

  • get getCurrentMapID(): number

getCurrentTime

  • get getCurrentTime(): BigInt

getEnemies

  • get getEnemies(): Enemy[]

Methods

Private addEnemy

  • addEnemy(userID: number, playerInfo: PlayerInfo): void

handlePacket

  • handlePacket(pkt: Packet): void

Private movement

Private playerDeath

  • playerDeath(killerID: number, victimID: number): void

Private removeEnemy

  • removeEnemy(userID: number): void

Private synchronizeEnemyList

Private teleport

Private updatePlayerInfo

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