workadventure/back
David Négrier 2122014947 Merge branch 'develop' of github.com:thecodingmachine/workadventure into scaling
# Conflicts:
#	front/src/Phaser/Game/GameScene.ts
2020-12-11 13:06:10 +01:00
..
src Merge branch 'master' of github.com:thecodingmachine/workadventure into scaling 2020-12-11 13:00:11 +01:00
tests Fixing unit tests in back 2020-12-08 18:37:15 +01:00
.dockerignore Fixing Dockerfiles 2020-04-11 15:11:22 +02:00
.eslintrc.json Enabling stricter lint: forbidding usage of any 2020-06-09 15:51:14 +02:00
.gitignore Add io socket message to share user position. 2020-04-04 12:42:02 +02:00
Dockerfile Fixing pusher build + building in CI 2020-12-09 16:33:59 +01:00
jasmine.json added jasmine in the back 2020-04-06 15:48:19 +02:00
LICENSE.txt Changing license to AGPL + Commons Clause 2020-06-09 10:17:21 +02:00
package.json Merge branch 'develop' of github.com:thecodingmachine/workadventure into scaling 2020-12-11 13:06:10 +01:00
README.md Fix typo 2020-04-04 23:29:36 +02:00
server.ts Fixing missing uuid in back 2020-12-02 17:51:46 +01:00
tsconfig.json Merge branch 'develop' of github.com:thecodingmachine/workadventure into feature/global-message 2020-10-01 14:11:34 +02:00
yarn.lock Merge branch 'develop' of github.com:thecodingmachine/workadventure into scaling 2020-12-11 13:06:10 +01:00

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
            }
        },
        ...
    ]

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