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new system for synchronizing game objects. fixes #74
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3ef3a6abf9
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19 changed files with 194 additions and 162 deletions
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@ -1,9 +1,11 @@
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define([
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"Lib/Vendor/Box2D",
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"Lib/Utilities/Exception"
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"Lib/Utilities/Exception",
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"Lib/Utilities/Assert",
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"Lib/Utilities/NotificationCenter"
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],
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function (Box2D, Exception) {
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function (Box2D, Exception, Assert, Nc) {
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"use strict";
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@ -13,6 +15,10 @@ function (Box2D, Exception) {
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var def = this.getBodyDef();
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def.userData = this;
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this.body = physicsEngine.getWorld().CreateBody(def);
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this.ncTokens = (this.ncTokens || []).concat([
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Nc.on(Nc.ns.client.game.events.destroy, this.destroy, this)
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]);
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}
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GameObject.prototype.getBodyDef = function() {
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@ -20,11 +26,14 @@ function (Box2D, Exception) {
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};
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GameObject.prototype.destroy = function() {
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if(this.body instanceof Box2D.Dynamics.b2Body) {
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this.body.GetWorld().DestroyBody(this.body);
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} else {
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throw new Exception("can not destroy body");
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}
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Nc.off(this.ncTokens);
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};
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GameObject.prototype.getBody = function() {
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@ -34,6 +43,20 @@ function (Box2D, Exception) {
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GameObject.prototype.getPosition = function() {
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return this.body.GetPosition().Copy();
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};
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GameObject.prototype.setUpdateData = function(update) {
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Assert.number(update.p.x, update.p.y);
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Assert.number(update.a);
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Assert.number(update.lv.x, update.lv.y);
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Assert.number(update.av);
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this.body.SetAwake(true);
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this.body.SetPosition(update.p);
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this.body.SetAngle(update.a);
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this.body.SetLinearVelocity(update.lv);
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this.body.SetAngularVelocity(update.av);
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};
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return GameObject;
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