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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
2cb401bbd3
9 changed files with 122 additions and 54 deletions
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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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