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https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
Makes singleton variable name of NotificationCenter lowercase
When we require a singleton, its instance name should be named by lowercase, since it is not a class. Relates to #128
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parent
ffc55a204a
commit
3cb2e39a18
57 changed files with 262 additions and 262 deletions
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@ -11,7 +11,7 @@ define([
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"Game/Channel/GameObjects/Items/RubeDoll"
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],
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function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player, GameObject, Doll, RubeDoll) {
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function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player, GameObject, Doll, RubeDoll) {
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"use strict";
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@ -25,12 +25,12 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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Parent.call(this, options);
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this.ncTokens = this.ncTokens.concat([
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Nc.on(Nc.ns.channel.events.user.joined, this.onUserJoined, this),
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Nc.on(Nc.ns.channel.events.user.left, this.onUserLeft, this),
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Nc.on(Nc.ns.channel.events.user.level.reset, this.onResetLevel, this),
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Nc.on(Nc.ns.channel.events.user.client.ready, this.onClientReady, this),
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Nc.on(Nc.ns.core.game.events.level.loaded, this.onLevelLoaded, this),
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Nc.on(Nc.ns.channel.events.game.player.killed, this.onPlayerKilled, this),
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nc.on(nc.ns.channel.events.user.joined, this.onUserJoined, this),
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nc.on(nc.ns.channel.events.user.left, this.onUserLeft, this),
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nc.on(nc.ns.channel.events.user.level.reset, this.onResetLevel, this),
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nc.on(nc.ns.channel.events.user.client.ready, this.onClientReady, this),
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nc.on(nc.ns.core.game.events.level.loaded, this.onLevelLoaded, this),
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nc.on(nc.ns.channel.events.game.player.killed, this.onPlayerKilled, this),
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]);
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console.checkpoint('starting game controller for channel (' + options.channelName + ')');
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@ -65,7 +65,7 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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};
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GameController.prototype.clearItemsOfPlayerFingerPrints = function(player) {
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Nc.trigger(Nc.ns.channel.events.game.player.clearFingerPrints, player);
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nc.trigger(nc.ns.channel.events.game.player.clearFingerPrints, player);
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};
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GameController.prototype.createPlayer = function(user) {
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@ -79,7 +79,7 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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GameController.prototype.onPlayerKilled = function(player, killedByPlayer) {
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if(killedByPlayer.stats.score >= this.options.scoreLimit) {
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Nc.trigger(Nc.ns.channel.events.round.end);
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nc.trigger(nc.ns.channel.events.round.end);
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} else {
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this.spawnPlayer(player, Settings.RESPAWN_TIME);
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}
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@ -102,7 +102,7 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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y: spawnPoint.y
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};
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Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "spawnPlayer", options);
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "spawnPlayer", options);
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var i = self.spawnTimeouts.indexOf(spawnTimeout);
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self.spawnTimeouts.splice(i, 1);
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@ -117,7 +117,7 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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var update = this.getWorldUpdateObject(false);
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if(Object.getOwnPropertyNames(update).length > 0) {
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Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update);
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update);
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}
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this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL);
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@ -232,7 +232,7 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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userId: userId
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};
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Nc.trigger(Nc.ns.channel.to.client.user.gameCommand.send + userId, "clientReadyResponse", options);
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nc.trigger(nc.ns.channel.to.client.user.gameCommand.send + userId, "clientReadyResponse", options);
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this.spawnPlayer(player, 0);
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};
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@ -255,7 +255,7 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, Nc, Box2D, Player,
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console.log('OH NO!!! ON RESET LEVEL IS CALLED AND RESPAWNES PLAYERS');
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Parent.prototype.onResetLevel.call(this);
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Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "resetLevel", true);
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "resetLevel", true);
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for (var key in this.players) {
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this.spawnPlayer(this.players[key]);
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}
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