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When logging in, later players may not be able to see who is around them. #47
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The earlier report was in error. |
Yeah my problem is like that too. But I tried sevral times and the characters, hided, appeared suddenly. I mean I have no idea what the problem is. plz let me know if you have any idea the software working right way... |
@gusdnvkfks @shoshoi import { Client, Room } from "colyseus.js";
// custom scene class
export class GameScene extends Phaser.Scene {
// (...)
client = new Client("ws://localhost:2567");
room: Room;
async create() {
console.log("Joining room...");
try {
this.room = await client.joinOrCreate("my_room");
console.log("Joined successfully!");
} catch (e) {
console.error(e);
}
}
// (...)
} export class GameScene extends Phaser.Scene {
// (...)
room: Room;
// we will assign each player visual representation here
// by their `sessionId`
playerEntities: {[sessionId: string]: any} = {};
// (...)
async create() {
// (...)
// listen for new players
this.room.state.players.onAdd((player, sessionId) => {
const entity = this.physics.add.image(player.x, player.y, 'ship_0001');
// keep a reference of it on `playerEntities`
this.playerEntities[sessionId] = entity;
});
// (...)
}
}
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Yeah my problem is like that too with still latest version of Colyseus (0.15) @kevinshen56714 , do you have any ideas for fixing this one? Thank and so appreciate! |
As @hawkcookie described, if the server is responding to fast, the phaserEvents.emit(Event.PLAYER_JOINED) happens before our player register phaserEvents.on(Event.PLAYER_JOINED). What I did to fix is not elegant, but it works. If someone with more experience on web development can suggest a way to await the event. I fixed by delaying the "emit" like this: Network.ts
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Hello, thanks for this useful software !
When logging in, later players may not be able to see who is around them. Still, the call can be made.
Sometimes this happens, sometimes it does not.
I am trying this on the same host, with the same browser, and multiple tabs open.
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