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cleaning up Server GameController
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parent
9ac1d61487
commit
4e3f207f52
2 changed files with 25 additions and 60 deletions
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@ -9,10 +9,11 @@ define([
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function(Parent, PhysicsEngine, ViewController, KeyboardController, requestAnimFrame) {
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function(Parent, PhysicsEngine, ViewController, KeyboardController, requestAnimFrame) {
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function GameController () {
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function GameController () {
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this.me;
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this.keyboardController;
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Parent.apply(this, new PhysicsEngine());
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Parent.apply(this, new PhysicsEngine());
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this.me = null;
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this.keyboardController = null;
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this.viewController = new ViewController();
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this.viewController = new ViewController();
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this.update();
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this.update();
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}
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}
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@ -1,41 +1,23 @@
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define([
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define([
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"Chuck/Physics/Engine",
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"Game/Core/GameController",
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"Chuck/Settings",
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"Game/Server/Physics/Engine",
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"Chuck/Player",
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"Game/Config/Settings",
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"Vendor/Box2D",
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"Chuck/Loader/Level",
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"Chuck/Control/InputController",
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"Chuck/Control/InputController",
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"RequestAnimationFrame"
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"RequestAnimationFrame",
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"NotificationCenter"
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],
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],
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function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, requestAnimFrame) {
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function(Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, NotificationCenter) {
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function GameController (channel) {
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function GameController () {
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this.channel = channel;
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Parent.apply(this, new PhysicsEngine());
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this.players = {};
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this.init();
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}
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GameController.prototype.init = function() {
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this.inputControllers = {};
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this.physicsEngine = this.factory.new(PhysicsEngine);
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this.update();
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this.update();
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this.updateWorld();
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this.updateWorld();
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}
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}
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GameController.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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}
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GameController.prototype.getPhysicsEngine = function() {
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return this.physicsEngine;
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}
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GameController.prototype.update = function() {
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GameController.prototype.update = function() {
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requestAnimFrame(this.update.bind(this));
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requestAnimFrame(this.update.bind(this));
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@ -46,40 +28,23 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
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}
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}
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}
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}
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GameController.prototype.destruct = function() {
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GameController.prototype.userJoined = function(user) {
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var player = Parent.prototype.userJoined.call(this, user);
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this.inputControllers[player.id] = new InputController(player);
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}
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}
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GameController.prototype.createPlayerForUser = function(user) {
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GameController.prototype.userLeft = function(user) {
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var id = user.id;
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Parent.prototype.userLeft.call(this, user);
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delete this.inputControllers[user.id];
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var player = new Player(this.physicsEngine, id, null);
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this.players[id] = {
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player: player,
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inputController: new InputController(player)
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};
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player.spawn(100, 0);
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this.physicsEngine.setCollisionDetector(player);
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}
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}
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GameController.prototype.progressGameCommandFromId = function(command, options, id) {
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GameController.prototype.progressGameCommandFromUser = function(command, options, user) {
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var inputController = this.players[id].inputController;
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var inputController = this.inputControllers[user.id];
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if (typeof inputController[command] == 'function') {
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if (typeof inputController[command] == 'function') {
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inputController[command](options);
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inputController[command](options);
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}
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}
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}
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}
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GameController.prototype.userIdLeft = function(id) {
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var player = this.players[id].player;
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player.destroy();
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delete this.players[id];
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}
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GameController.prototype.updateClientsWorld = function(update_world) {
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this.channel.sendCommandToAllUsers('gameCommand', {worldUpdate: update_world});
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}
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GameController.prototype.updateWorld = function() {
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GameController.prototype.updateWorld = function() {
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var update = {};
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var update = {};
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@ -100,9 +65,8 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
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}
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}
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} while (body = body.GetNext());
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} while (body = body.GetNext());
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if(isUpdateNeeded) {
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if(isUpdateNeeded) {
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//this.serverGame.updateClientsWorld(update);
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NotificationCenter.trigger("sendCommandToAllUsers", ['gameCommand', {worldUpdate:update}]);
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this.notificationCenter.trigger("sendCommandToAllUsers", ['gameCommand', {worldUpdate:update}]);
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}
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}
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setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
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setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
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