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https://github.com/logsol/chuck.js.git
synced 2026-05-11 18:47:35 +00:00
ground work for different users on server and players on client
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parent
e37d1eeb2e
commit
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9 changed files with 122 additions and 54 deletions
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@ -1,14 +1,19 @@
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define(["Chuck/Processors/ClientProcessor"], function(ClientProcessor) {
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function ClientGame(networker){
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function ClientGame(networker, id) {
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this.networker = networker;
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this.processor = new ClientProcessor();
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this.processor.spawnMeWithId(id);
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}
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ClientGame.prototype.loadLevel = function(path) {
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this.processor.loadLevel(path);
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}
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ClientGame.prototype.userJoined = function(userId) {
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this.processor.spawnNewPlayerWithId(userId);
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};
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ClientGame.prototype.processGameCommand = function(command, options){
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console.log('(not implemented) processGameCommand:', command, options);
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}
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@ -1,6 +1,7 @@
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define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
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function Doll (physicsEngine){
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function Doll (physicsEngine, id){
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this.id = id;
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this._physicsEngine = physicsEngine;
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this._body;
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this._legs;
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@ -30,14 +31,14 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
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headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myHead';
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fixtureDef.userData = 'myHead' + this.id;
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this._body.CreateFixture(fixtureDef);
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var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myBody';
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fixtureDef.userData = 'myBody' + this.id;
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this._body.CreateFixture(fixtureDef);
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var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
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@ -46,7 +47,7 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myLegs';
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fixtureDef.userData = 'myLegs' + this.id;
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this._legs = this._body.CreateFixture(fixtureDef);
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var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
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@ -54,7 +55,7 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
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feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = 'myFeet';
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fixtureDef.userData = 'myFeet' + this.id;
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this._body.CreateFixture(fixtureDef);
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this._body.SetActive(false);
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@ -1,7 +1,8 @@
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define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
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function Player (physicsEngine, repository) {
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function Player (physicsEngine, id, repository) {
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this._physicsEngine = physicsEngine;
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this.id = id;
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this._repository = repository;
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this._standing = false;
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this._doll;
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@ -10,11 +11,11 @@ define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
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this._lookDirection = 1;
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this._moveDirection = 0;
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this.init();
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this.init(id);
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}
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Player.prototype.init = function() {
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this._doll = new Doll(this._physicsEngine);
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Player.prototype.init = function(id) {
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this._doll = new Doll(this._physicsEngine, id);
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//this._mc = EmbedHandler.load(EmbedHandler.CHUCK);
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//this._mc.stop();
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//var mclp = new MovieClipLabelParser();
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@ -12,22 +12,18 @@ var requires = [
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define(requires,
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function(ViewController, PhysicsEngine, Player, InputControlUnit, Settings, Box2D, Level, requestAnimFrame) {
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function ClientGame () {
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function ClientProcessor () {
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this.init();
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};
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ClientGame.prototype.init = function() {
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ClientProcessor.prototype.init = function() {
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this.viewController = new ViewController();
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this.physicsEngine = new PhysicsEngine();
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this.me = new Player(this.physicsEngine, null);
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this.me.spawn(100, 0);
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this.inputControlUnit = new InputControlUnit(this.me);
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this.physicsEngine.setCollisionDetector(this.me);
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this.update();
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}
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ClientGame.prototype.loadLevel = function(path) {
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ClientProcessor.prototype.loadLevel = function(path) {
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if (this.level) {
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this.level.unload();
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}
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@ -36,27 +32,41 @@ define(requires,
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this.level.loadLevelInToEngine();
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}
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ClientGame.prototype.getPhysicsEngine = function() {
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ClientProcessor.prototype.getPhysicsEngine = function() {
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return this.physicsEngine;
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}
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ClientGame.prototype.getMe = function() {
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ClientProcessor.prototype.getMe = function() {
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return this.me;
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}
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ClientGame.prototype.update = function() {
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ClientProcessor.prototype.update = function() {
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requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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this.viewController.update();
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this.inputControlUnit.update();
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this.me.update();
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if(this.me) {
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this.inputControlUnit.update();
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this.me.update();
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}
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}
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ClientGame.prototype.destruct = function() {
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ClientProcessor.prototype.destruct = function() {
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}
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return ClientGame;
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ClientProcessor.prototype.spawnNewPlayerWithId = function(id) {
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var player = new Player(this.physicsEngine, id, null);
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player.spawn(100, 0);
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this.physicsEngine.setCollisionDetector(player);
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return player;
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}
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ClientProcessor.prototype.spawnMeWithId = function(id) {
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this.me = this.spawnNewPlayerWithId(id);
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this.inputControlUnit = new InputControlUnit(this.me);
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}
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return ClientProcessor;
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});
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@ -8,39 +8,77 @@ var requires = [
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define(requires, function(PhysicsEngine, Player, Box2D, Level, requestAnimFrame){
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function ServerGame () {
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function ServerProcessor (ServerProcessor) {
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this.ServerProcessor = ServerProcessor;
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this.players = {};
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this.init();
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};
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ServerGame.prototype.init = function() {
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ServerProcessor.prototype.init = function() {
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this.physicsEngine = new PhysicsEngine();
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this.update();
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}
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ServerGame.prototype.loadLevel = function(path) {
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ServerProcessor.prototype.loadLevel = function(path) {
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if (this.level) {
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this.level.unload();
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}
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this.level = new Level(path, this.physicsEngine);
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this.level.loadLevelInToEngine();
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console.log(this.level);
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}
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ServerGame.prototype.getPhysicsEngine = function() {
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ServerProcessor.prototype.getPhysicsEngine = function() {
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return this.physicsEngine;
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}
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ServerGame.prototype.update = function() {
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ServerProcessor.prototype.update = function() {
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requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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for(var id in this.players) {
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this.players[id].update();
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}
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}
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ServerGame.prototype.destruct = function() {
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ServerProcessor.prototype.destruct = function() {
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}
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return ServerGame;
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ServerProcessor.prototype.createPlayerWithId = function(id) {
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var player = new Player(this.physicsEngine, id, null);
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this.players[id] = player;
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player.spawn(100, 0);
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this.physicsEngine.setCollisionDetector(player);
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}
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ServerProcessor.prototype.updateWorld = function() {
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var update = {};
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var isUpdateNeeded = false;
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var body = world.GetBodyList();
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do {
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var userData = body.GetUserData();
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if(userData && userData.bodyId && body.IsAwake()){
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update[userData.bodyId] = {
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p: body.GetPosition(),
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a: body.GetAngle(),
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lv: body.GetLinearVelocity(),
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av: body.GetAngularVelocity()
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};
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isUpdateNeeded = true;
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}
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} while (body = body.GetNext());
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if(isUpdateNeeded) {
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this.ServerProcessor.updateClientsWorld(update);
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}
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}
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return ServerProcessor;
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});
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@ -1,12 +1,12 @@
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define(["Chuck/Processors/ServerProcessor"], function(ServerProcessor) {
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function ServerGame(chanel) {
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this.chanel = chanel;
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this.processor = new ServerProcessor();
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function ServerGame(channel) {
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this.channel = channel;
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this.serverProcessor = new ServerProcessor(this);
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}
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ServerGame.prototype.loadLevel = function(path) {
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this.processor.loadLevel(path);
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this.serverProcessor.loadLevel(path);
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}
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ServerGame.prototype.processGameCommand = function(command, options) {
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@ -14,7 +14,15 @@ define(["Chuck/Processors/ServerProcessor"], function(ServerProcessor) {
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}
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ServerGame.prototype.destruct = function() {
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this.processor.destruct();
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this.serverProcessor.destruct();
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}
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ServerGame.prototype.createPlayerForUser = function(user) {
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this.serverProcessor.createPlayerWithId(user.id);
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}
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ServerGame.prototype.updateClientsWorld = function(update_world) {
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this.channel.sendCommandToAllUsers('gameCommand', update_world);
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}
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return ServerGame;
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