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33 lines
1.4 KiB
JavaScript
33 lines
1.4 KiB
JavaScript
/*
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WARNING: THIS IS STILL EXPERIMENTAL STUFF
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I want to have the ability to assign specific behaviors to each room without messing with the main engine
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So I'm creating a module for server-side modifications (mods). There is one also for the client.
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Their naming convention is roomIdFunction.
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The functions are called by the engine at crucial points, only if they exist.
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*/
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module.exports.joinGame = function (player, roomId) {
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//console.log("MOD: Player " + player.nickName + " joined the game at room " + roomId);
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//objects are passed by reference so this actually changes the nickname on the server (but not on the client)
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//player.nickName = "Dude";
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}
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//custom function called on the server side when a player successfully enters or exits the room
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//executed before it's broadcast to the other players
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module.exports.experimentsEnter = function (player, roomId) {
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console.log("MOD: " + player.nickName + " entered room " + roomId);
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}
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module.exports.experimentsExit = function (player, roomId) {
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console.log("MOD: " + player.nickName + " exited room " + roomId);
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}
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//wouldn't it be funny if cetain rooms modified your messages?
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module.exports.experimentsTalkFilter = function (player, message) {
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console.log("MOD: " + player.nickName + " said " + message);
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message = message.replace(/[aeiou]/ig, '');
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//make sure it returns a message
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return message;
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} |