implemented clientReady and changed loading of assets, fixed unique ragdoll id

This commit is contained in:
Jeena 2014-02-24 17:41:01 +01:00
parent f578b92734
commit 695008afd8
278 changed files with 306 additions and 287 deletions

View file

@ -13,6 +13,7 @@ function (ProtocolHelper, GameController, User, NotificationCenter, Settings, Do
this.socketLink = socketLink;
this.gameController = null;
this.users = {};
this.userId = null;
this.socketLink.on('connect', this.onConnect.bind(this));
this.socketLink.on('disconnect', this.onDisconnect.bind(this));
@ -26,6 +27,7 @@ function (ProtocolHelper, GameController, User, NotificationCenter, Settings, Do
});
NotificationCenter.on("sendGameCommand", this.sendGameCommand, this);
NotificationCenter.on("game/level/loaded", this.onLevelLoaded, this);
}
// Socket callbacks
@ -43,15 +45,12 @@ function (ProtocolHelper, GameController, User, NotificationCenter, Settings, Do
}
Networker.prototype.onJoinSuccess = function (options) {
NotificationCenter.on("game/level/loaded", function() {
this.onLevelLoaded(options);
}, this);
this.userId = options.userId;
this.gameController = new GameController();
this.gameController.loadLevel(options.levelUid);
this.onUserJoined(options.userId);
this.gameController.onJoinMe(options.userId);
if (options.joinedUsers) {
for(var i = 0; i < options.joinedUsers.length; i++) {
@ -62,20 +61,15 @@ function (ProtocolHelper, GameController, User, NotificationCenter, Settings, Do
this.initPing();
}
Networker.prototype.onLevelLoaded = function(options) {
if (options.spawnedPlayers) {
for(var i = 0; i < options.spawnedPlayers.length; i++) {
this.gameController.onSpawnPlayer(options.spawnedPlayers[i]);
}
Networker.prototype.onLevelLoaded = function() {
for (var userId in this.users) {
this.gameController.createPlayer(this.users[userId]);
}
if (options.worldUpdate) {
this.gameController.onWorldUpdate(options.worldUpdate);
}
this.sendGameCommand("clientReady");
};
Networker.prototype.initPing = function() {
this.ping();
};
@ -85,7 +79,8 @@ function (ProtocolHelper, GameController, User, NotificationCenter, Settings, Do
// Sending commands
// Remember: control commands are coordinator relevant commands
Networker.prototype.sendCommand = function (command, options) {
var message = ProtocolHelper.encodeCommand(command, options);
this.socketLink.send(message);
@ -105,12 +100,18 @@ function (ProtocolHelper, GameController, User, NotificationCenter, Settings, Do
Networker.prototype.onUserJoined = function (userId) {
var user = new User(userId);
this.users[userId] = user;
this.gameController.userJoined(user);
if (this.gameController
&& this.gameController.level
&& this.gameController.level.isLoaded) {
this.gameController.createPlayer(user);
};
}
Networker.prototype.onUserLeft = function (userId) {
var user = this.users[userId];
this.gameController.userLeft(user);
this.gameController.onUserLeft(user);
delete this.users[userId];
}