Prevents adding damage after round has ended

Because it created double round endings, which led to crashes.
Also moved inBetweenRound state from PlayerController to GameController.
This commit is contained in:
logsol 2016-10-01 19:12:52 +02:00
parent c068592915
commit 3a5af058ef
7 changed files with 36 additions and 26 deletions

View file

@ -60,7 +60,11 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
}
GameController.prototype.createPlayer = function(user) {
var player = Parent.prototype.createPlayer.call(this, user);
var revealedGameController = {
isInBetweenRounds: this.isInBetweenRounds.bind(this)
};
var player = Parent.prototype.createPlayer.call(this, user, revealedGameController);
user.setPlayer(player);
};
@ -232,6 +236,10 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
}
};
GameController.prototype.isInBetweenRounds = function() {
return this.roundHasEnded;
};
// FIXME: remove this method
GameController.prototype.onResetLevel = function(userId) {

View file

@ -8,8 +8,8 @@ function (Parent, Nc, PlayerController) {
"use strict";
function Player(id, physicsEngine, user) {
Parent.call(this, id, physicsEngine, user);
function Player(id, physicsEngine, user, revealedGameController) {
Parent.call(this, id, physicsEngine, user, revealedGameController);
this.playerController = new PlayerController(this);
}
@ -64,6 +64,12 @@ function (Parent, Nc, PlayerController) {
};
Player.prototype.addDamage = function(damage, enemy, byItem) {
// Prevent stats change (kills) after round has ended
if (this.revealedGameController.isInBetweenRounds()) {
return;
}
this.stats.health -= damage;
if(this.stats.health < 0) this.stats.health = 0;
@ -119,7 +125,6 @@ function (Parent, Nc, PlayerController) {
}
};
return Player;
});

View file

@ -16,9 +16,9 @@ function (Parent, Nc, Settings) {
this.healthBarViewVisible = false;
this.initHealthBar();
this.ncTokens = [
this.ncTokens = (this.ncTokens || []).concat([
Nc.on(Nc.ns.client.game.events.render, this.render, this)
];
]);
}
Player.prototype = Object.create(Parent.prototype);

View file

@ -10,8 +10,6 @@ function () {
this._shift;
this._isJumping;
this._walkingDirectionStatus = 0;
this.inBetweenRounds = false;
}
PlayerController.prototype.moveLeft = function () {
@ -46,20 +44,17 @@ function () {
if(options) this.player.lookAt(options.x, options.y);
}
PlayerController.prototype.setInBetweenRounds = function(inBetweenRounds) {
this.inBetweenRounds = !!inBetweenRounds;
};
PlayerController.prototype.isPlayerInputAllowed = function() {
return !this.inBetweenRounds;
};
PlayerController.prototype.update = function () {
if(this._walkingDirectionStatus != 0) {
this.player.move(this._walkingDirectionStatus);
}
}
// Default behaviour - may be needed later?
PlayerController.prototype.isPlayerInputAllowed = function() {
return true;
};
PlayerController.prototype.destroy = function() {
// extend if necessary
};

View file

@ -111,8 +111,8 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert)
delete this.players[userId];
};
GameController.prototype.createPlayer = function(user) {
var player = new Player(user.id, this.physicsEngine, user);
GameController.prototype.createPlayer = function(user, revealedGameController) {
var player = new Player(user.id, this.physicsEngine, user, revealedGameController);
this.players[user.id] = player;
return player;
};
@ -132,8 +132,6 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert)
};
GameController.prototype.destroy = function () {
var i = 0;
for(var player in this.players) {
this.players[player].destroy();
}
@ -150,7 +148,6 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert)
this.worldUpdateObjects = null;
Nc.off(this.ncTokens);
};
return GameController;

View file

@ -23,13 +23,12 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, Matrix, RubeDollJson)
this.limits = [];
var chest = null;
var world = physicsEngine.getWorld();
this.rubeLoader = new RubeLoader(RubeDollJson, world);
this.rubeLoader = new RubeLoader(RubeDollJson, physicsEngine.getWorldForRubeLoader());
this.loadRubeDollFromScene(options);
Parent.call(this, physicsEngine, uid, options);
world.DestroyBody(this.body);
physicsEngine.destroyBody(this.body);
this.body = this.limbs.chest;
delete this.limbs.chest;

View file

@ -13,7 +13,7 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
"use strict";
function Player (id, physicsEngine, user) {
function Player (id, physicsEngine, user, revealedGameController) {
this.stats = {
health: 100,
deaths: 0,
@ -27,7 +27,9 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
this.id = id;
this.spawned = false;
this.holdingItem = null;
this.inBetweenRounds = true;
this.spectatorDoll = new SpectatorDoll(this.physicsEngine, "spectatorDoll-" + this.id, this);
this.revealedGameController = revealedGameController;
}
Player.prototype.getNickname = function() {
@ -185,7 +187,11 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
}
Player.prototype.setInBetweenRounds = function(inBetweenRounds) {
return this.playerController.setInBetweenRounds(inBetweenRounds);
this.inBetweenRounds = inBetweenRounds;
};
Player.prototype.isInBetweenRounds = function() {
return this.inBetweenRounds;
};
return Player;