work in progress... worked on channel attributes and game goal. fixes #45 and references #48

This commit is contained in:
logsol 2014-03-30 00:12:04 +01:00
parent 039213cf50
commit 55256ada95
23 changed files with 409 additions and 110 deletions

View file

@ -14,32 +14,34 @@ define([
function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, Nc, Box2D, Player, GameObject, Doll, RagDoll) {
function GameController (channel) {
this.channel = channel;
function GameController (options) {
Parent.call(this);
this.animationTimeout = null;
this.worldUpdateTimeout = null;
this.spawnTimeouts = [];
Nc.on(Nc.ns.channel.events.user.joined, this.onUserJoined, this);
Nc.on(Nc.ns.channel.events.user.left, this.onUserLeft, this);
Nc.on(Nc.ns.channel.events.user.level.reset, this.onResetLevel, this);
Nc.on(Nc.ns.channel.events.user.client.ready, this.onClientReady, this);
Parent.call(this, options);
Nc.on(Nc.ns.core.game.player.killed, this.onPlayerKilled, this);
this.ncTokens = this.ncTokens.concat([
Nc.on(Nc.ns.channel.events.user.joined, this.onUserJoined, this),
Nc.on(Nc.ns.channel.events.user.left, this.onUserLeft, this),
Nc.on(Nc.ns.channel.events.user.level.reset, this.onResetLevel, this),
Nc.on(Nc.ns.channel.events.user.client.ready, this.onClientReady, this),
Nc.on(Nc.ns.core.game.events.level.loaded, this.onLevelLoaded, this),
Nc.on(Nc.ns.core.game.player.killed, this.onPlayerKilled, this), // FIXME: move to events
]);
console.checkpoint('starting game controller for channel ' + channel.name);
var nextUid = this.getNextLevelUid();
this.loadLevel(nextUid);
console.checkpoint('starting game controller for channel (' + options.channelName + ')');
}
GameController.prototype = Object.create(Parent.prototype);
GameController.prototype.update = function () {
Parent.prototype.update.call(this);
requestAnimFrame(this.update.bind(this));
this.animationTimeout = requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
for(var id in this.players) {
@ -48,7 +50,6 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
}
GameController.prototype.onLevelLoaded = function() {
Parent.prototype.onLevelLoaded.call(this);
this.updateWorld();
};
@ -62,8 +63,11 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
user.setPlayer(player);
};
GameController.prototype.onPlayerKilled = function(player, respawnTime) {
this.spawnPlayer(player, respawnTime);
GameController.prototype.onPlayerKilled = function(player, killedByPlayer) {
if(killedByPlayer.stats.score >= this.options.scoreLimit) {
Nc.trigger(Nc.ns.channel.events.round.end);
}
this.spawnPlayer(player, Settings.RESPAWN_TIME);
};
GameController.prototype.spawnPlayer = function(player, respawnTime) {
@ -74,7 +78,7 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
? Settings.RESPAWN_TIME
: respawnTime;
setTimeout(function() {
var spawnTimeout = setTimeout(function() {
player.spawn(spawnPoint.x, spawnPoint.y);
// put it into
self.gameObjects.animated.push(player);
@ -86,7 +90,13 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
};
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "spawnPlayer", options);
var i = self.spawnTimeouts.indexOf(spawnTimeout);
self.spawnTimeouts.splice(i, 1);
}, respawnTime * 1000);
this.spawnTimeouts.push(spawnTimeout);
};
GameController.prototype.updateWorld = function () {
@ -97,7 +107,7 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, 'worldUpdate', update);
}
setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
}
GameController.prototype.getWorldUpdateObject = function(getSleeping) {
@ -196,23 +206,16 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
}
};
GameController.prototype.getNextLevelUid = function() {
if(!this.level) return this.channel.options.levelUids[0];
GameController.prototype.destroy = function() {
clearTimeout(this.animationTimeout);
clearTimeout(this.worldUpdateTimeout);
var levelCount = this.channel.options.levelUids.length;
for (var i = 0; i < levelCount; i++) {
var uid = this.channel.options.levelUids[i];
if(uid == this.level.uid) {
break;
}
for (var i = 0; i < this.spawnTimeouts.length; i++) {
clearTimeout(this.spawnTimeouts[i]);
};
var next = i + 1;
return this.channel.options.levelUids[next % levelCount];
Parent.prototype.destroy.call(this);
};
return GameController;
});