ground work for different users on server and players on client

This commit is contained in:
Jeena Paradies 2012-07-13 21:10:08 +02:00
parent e37d1eeb2e
commit 2cb401bbd3
9 changed files with 122 additions and 54 deletions

View file

@ -1,14 +1,19 @@
define(["Chuck/Processors/ClientProcessor"], function(ClientProcessor) {
function ClientGame(networker){
function ClientGame(networker, id) {
this.networker = networker;
this.processor = new ClientProcessor();
this.processor.spawnMeWithId(id);
}
ClientGame.prototype.loadLevel = function(path) {
this.processor.loadLevel(path);
}
ClientGame.prototype.userJoined = function(userId) {
this.processor.spawnNewPlayerWithId(userId);
};
ClientGame.prototype.processGameCommand = function(command, options){
console.log('(not implemented) processGameCommand:', command, options);
}

View file

@ -1,6 +1,7 @@
define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
function Doll (physicsEngine){
function Doll (physicsEngine, id){
this.id = id;
this._physicsEngine = physicsEngine;
this._body;
this._legs;
@ -30,14 +31,14 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myHead';
fixtureDef.userData = 'myHead' + this.id;
this._body.CreateFixture(fixtureDef);
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myBody';
fixtureDef.userData = 'myBody' + this.id;
this._body.CreateFixture(fixtureDef);
var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
@ -46,7 +47,7 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myLegs';
fixtureDef.userData = 'myLegs' + this.id;
this._legs = this._body.CreateFixture(fixtureDef);
var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
@ -54,7 +55,7 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
fixtureDef.shape = feetShape;
fixtureDef.isSensor = true;
fixtureDef.userData = 'myFeet';
fixtureDef.userData = 'myFeet' + this.id;
this._body.CreateFixture(fixtureDef);
this._body.SetActive(false);

View file

@ -1,7 +1,8 @@
define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
function Player (physicsEngine, repository) {
function Player (physicsEngine, id, repository) {
this._physicsEngine = physicsEngine;
this.id = id;
this._repository = repository;
this._standing = false;
this._doll;
@ -10,11 +11,11 @@ define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
this._lookDirection = 1;
this._moveDirection = 0;
this.init();
this.init(id);
}
Player.prototype.init = function() {
this._doll = new Doll(this._physicsEngine);
Player.prototype.init = function(id) {
this._doll = new Doll(this._physicsEngine, id);
//this._mc = EmbedHandler.load(EmbedHandler.CHUCK);
//this._mc.stop();
//var mclp = new MovieClipLabelParser();

View file

@ -12,22 +12,18 @@ var requires = [
define(requires,
function(ViewController, PhysicsEngine, Player, InputControlUnit, Settings, Box2D, Level, requestAnimFrame) {
function ClientGame () {
function ClientProcessor () {
this.init();
};
ClientGame.prototype.init = function() {
ClientProcessor.prototype.init = function() {
this.viewController = new ViewController();
this.physicsEngine = new PhysicsEngine();
this.me = new Player(this.physicsEngine, null);
this.me.spawn(100, 0);
this.inputControlUnit = new InputControlUnit(this.me);
this.physicsEngine.setCollisionDetector(this.me);
this.update();
}
ClientGame.prototype.loadLevel = function(path) {
ClientProcessor.prototype.loadLevel = function(path) {
if (this.level) {
this.level.unload();
}
@ -36,27 +32,41 @@ define(requires,
this.level.loadLevelInToEngine();
}
ClientGame.prototype.getPhysicsEngine = function() {
ClientProcessor.prototype.getPhysicsEngine = function() {
return this.physicsEngine;
}
ClientGame.prototype.getMe = function() {
ClientProcessor.prototype.getMe = function() {
return this.me;
}
ClientGame.prototype.update = function() {
ClientProcessor.prototype.update = function() {
requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
this.viewController.update();
this.inputControlUnit.update();
this.me.update();
if(this.me) {
this.inputControlUnit.update();
this.me.update();
}
}
ClientGame.prototype.destruct = function() {
ClientProcessor.prototype.destruct = function() {
}
return ClientGame;
ClientProcessor.prototype.spawnNewPlayerWithId = function(id) {
var player = new Player(this.physicsEngine, id, null);
player.spawn(100, 0);
this.physicsEngine.setCollisionDetector(player);
return player;
}
ClientProcessor.prototype.spawnMeWithId = function(id) {
this.me = this.spawnNewPlayerWithId(id);
this.inputControlUnit = new InputControlUnit(this.me);
}
return ClientProcessor;
});

View file

@ -8,39 +8,77 @@ var requires = [
define(requires, function(PhysicsEngine, Player, Box2D, Level, requestAnimFrame){
function ServerGame () {
function ServerProcessor (ServerProcessor) {
this.ServerProcessor = ServerProcessor;
this.players = {};
this.init();
};
ServerGame.prototype.init = function() {
ServerProcessor.prototype.init = function() {
this.physicsEngine = new PhysicsEngine();
this.update();
}
ServerGame.prototype.loadLevel = function(path) {
ServerProcessor.prototype.loadLevel = function(path) {
if (this.level) {
this.level.unload();
}
this.level = new Level(path, this.physicsEngine);
this.level.loadLevelInToEngine();
console.log(this.level);
}
ServerGame.prototype.getPhysicsEngine = function() {
ServerProcessor.prototype.getPhysicsEngine = function() {
return this.physicsEngine;
}
ServerGame.prototype.update = function() {
ServerProcessor.prototype.update = function() {
requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
for(var id in this.players) {
this.players[id].update();
}
}
ServerGame.prototype.destruct = function() {
ServerProcessor.prototype.destruct = function() {
}
return ServerGame;
ServerProcessor.prototype.createPlayerWithId = function(id) {
var player = new Player(this.physicsEngine, id, null);
this.players[id] = player;
player.spawn(100, 0);
this.physicsEngine.setCollisionDetector(player);
}
ServerProcessor.prototype.updateWorld = function() {
var update = {};
var isUpdateNeeded = false;
var body = world.GetBodyList();
do {
var userData = body.GetUserData();
if(userData && userData.bodyId && body.IsAwake()){
update[userData.bodyId] = {
p: body.GetPosition(),
a: body.GetAngle(),
lv: body.GetLinearVelocity(),
av: body.GetAngularVelocity()
};
isUpdateNeeded = true;
}
} while (body = body.GetNext());
if(isUpdateNeeded) {
this.ServerProcessor.updateClientsWorld(update);
}
}
return ServerProcessor;
});

View file

@ -1,12 +1,12 @@
define(["Chuck/Processors/ServerProcessor"], function(ServerProcessor) {
function ServerGame(chanel) {
this.chanel = chanel;
this.processor = new ServerProcessor();
function ServerGame(channel) {
this.channel = channel;
this.serverProcessor = new ServerProcessor(this);
}
ServerGame.prototype.loadLevel = function(path) {
this.processor.loadLevel(path);
this.serverProcessor.loadLevel(path);
}
ServerGame.prototype.processGameCommand = function(command, options) {
@ -14,7 +14,15 @@ define(["Chuck/Processors/ServerProcessor"], function(ServerProcessor) {
}
ServerGame.prototype.destruct = function() {
this.processor.destruct();
this.serverProcessor.destruct();
}
ServerGame.prototype.createPlayerForUser = function(user) {
this.serverProcessor.createPlayerWithId(user.id);
}
ServerGame.prototype.updateClientsWorld = function(update_world) {
this.channel.sendCommandToAllUsers('gameCommand', update_world);
}
return ServerGame;