Event handling
The server interact in two ways with the events:
- Receiving events: The server receives events from the clients and the systems.
- Sending events: The server sends events to the clients and the systems.
Event receiving from players are send to all the players.
- Exception: The event
PlayerConnect
is send of the new player with the same header to know is own id.
Receiving events
- PlayerConnect When a player connects to the server.
- PlayerDisconnect When a player disconnects from the server.
- GameStart When a player starts the game.
- PlayerMove When a player moves.
- PlayerProjectileShoot When a player shoots a projectile.
- PlayerMissileShoot When a player shoots a missile.
Sending events
- PlayerConnect When a player connects to the server.
- PlayerDisconnect When a player disconnects from the server.
- GameStart When the game starts or a player joins the game after it started.
- MapScroll When the game starts or a player joins the game after it started, send the current scroll of the map.
- TileDestroy When a tile is destroyed.
- PlayerMove When a player moves.
- PlayerProjectileCreate When a player creates a projectile.
- PlayerMissileCreate When a player creates a missile.
- PlayerProjectileDestroy When a projectile is destroyed.
- PlayerMissileDestroy When a missile is destroyed.
- PlayerCollide When a player collide.
- PlayerHit When a player is hit.
- PlayerDie When a player dies.
- EnemySpawn When an enemy spawns.
- EnemyMove When an enemy moves.
- EnemyDie When an enemy dies.