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https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
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.
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parent
c068592915
commit
3a5af058ef
7 changed files with 36 additions and 26 deletions
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@ -60,7 +60,11 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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}
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GameController.prototype.createPlayer = function(user) {
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var player = Parent.prototype.createPlayer.call(this, user);
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var revealedGameController = {
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isInBetweenRounds: this.isInBetweenRounds.bind(this)
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};
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var player = Parent.prototype.createPlayer.call(this, user, revealedGameController);
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user.setPlayer(player);
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};
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@ -232,6 +236,10 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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}
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};
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GameController.prototype.isInBetweenRounds = function() {
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return this.roundHasEnded;
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};
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// FIXME: remove this method
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GameController.prototype.onResetLevel = function(userId) {
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@ -8,8 +8,8 @@ function (Parent, Nc, PlayerController) {
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"use strict";
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function Player(id, physicsEngine, user) {
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Parent.call(this, id, physicsEngine, user);
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function Player(id, physicsEngine, user, revealedGameController) {
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Parent.call(this, id, physicsEngine, user, revealedGameController);
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this.playerController = new PlayerController(this);
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}
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@ -64,6 +64,12 @@ function (Parent, Nc, PlayerController) {
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};
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Player.prototype.addDamage = function(damage, enemy, byItem) {
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// Prevent stats change (kills) after round has ended
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if (this.revealedGameController.isInBetweenRounds()) {
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return;
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}
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this.stats.health -= damage;
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if(this.stats.health < 0) this.stats.health = 0;
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@ -118,7 +124,6 @@ function (Parent, Nc, PlayerController) {
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});
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}
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};
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return Player;
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@ -16,9 +16,9 @@ function (Parent, Nc, Settings) {
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this.healthBarViewVisible = false;
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this.initHealthBar();
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this.ncTokens = [
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this.ncTokens = (this.ncTokens || []).concat([
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Nc.on(Nc.ns.client.game.events.render, this.render, this)
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];
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]);
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}
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Player.prototype = Object.create(Parent.prototype);
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@ -10,8 +10,6 @@ function () {
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this._shift;
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this._isJumping;
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this._walkingDirectionStatus = 0;
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this.inBetweenRounds = false;
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}
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PlayerController.prototype.moveLeft = function () {
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@ -46,20 +44,17 @@ function () {
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if(options) this.player.lookAt(options.x, options.y);
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}
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PlayerController.prototype.setInBetweenRounds = function(inBetweenRounds) {
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this.inBetweenRounds = !!inBetweenRounds;
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};
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PlayerController.prototype.isPlayerInputAllowed = function() {
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return !this.inBetweenRounds;
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};
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PlayerController.prototype.update = function () {
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if(this._walkingDirectionStatus != 0) {
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this.player.move(this._walkingDirectionStatus);
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}
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}
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// Default behaviour - may be needed later?
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PlayerController.prototype.isPlayerInputAllowed = function() {
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return true;
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};
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PlayerController.prototype.destroy = function() {
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// extend if necessary
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};
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@ -111,8 +111,8 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert)
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delete this.players[userId];
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};
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GameController.prototype.createPlayer = function(user) {
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var player = new Player(user.id, this.physicsEngine, user);
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GameController.prototype.createPlayer = function(user, revealedGameController) {
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var player = new Player(user.id, this.physicsEngine, user, revealedGameController);
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this.players[user.id] = player;
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return player;
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};
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@ -132,8 +132,6 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert)
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};
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GameController.prototype.destroy = function () {
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var i = 0;
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for(var player in this.players) {
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this.players[player].destroy();
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}
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@ -150,7 +148,6 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert)
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this.worldUpdateObjects = null;
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Nc.off(this.ncTokens);
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};
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return GameController;
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@ -23,13 +23,12 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, Matrix, RubeDollJson)
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this.limits = [];
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var chest = null;
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var world = physicsEngine.getWorld();
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this.rubeLoader = new RubeLoader(RubeDollJson, world);
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this.rubeLoader = new RubeLoader(RubeDollJson, physicsEngine.getWorldForRubeLoader());
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this.loadRubeDollFromScene(options);
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Parent.call(this, physicsEngine, uid, options);
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world.DestroyBody(this.body);
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physicsEngine.destroyBody(this.body);
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this.body = this.limbs.chest;
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delete this.limbs.chest;
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@ -13,7 +13,7 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
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"use strict";
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function Player (id, physicsEngine, user) {
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function Player (id, physicsEngine, user, revealedGameController) {
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this.stats = {
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health: 100,
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deaths: 0,
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@ -27,7 +27,9 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
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this.id = id;
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this.spawned = false;
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this.holdingItem = null;
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this.inBetweenRounds = true;
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this.spectatorDoll = new SpectatorDoll(this.physicsEngine, "spectatorDoll-" + this.id, this);
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this.revealedGameController = revealedGameController;
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}
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Player.prototype.getNickname = function() {
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@ -185,7 +187,11 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
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}
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Player.prototype.setInBetweenRounds = function(inBetweenRounds) {
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return this.playerController.setInBetweenRounds(inBetweenRounds);
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this.inBetweenRounds = inBetweenRounds;
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};
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Player.prototype.isInBetweenRounds = function() {
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return this.inBetweenRounds;
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};
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return Player;
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