added getSpawnedPlayersAndTheirPositions in order to get already spawned players to spawn the moment you join and spawn yourself. fixes #26

This commit is contained in:
Logsol 2013-01-05 22:38:29 +01:00
parent a852bccae6
commit a1e94e1ed0
6 changed files with 55 additions and 8 deletions

View file

@ -38,14 +38,16 @@
Channel.prototype.onAddUser = function (userId) {
var user = new User(userId, this);
var others = Object.keys(this.users);
var joinedUsers = Object.keys(this.users);
var spawnedPlayers = this.gameController.getSpawnedPlayersAndTheirPositions();
this.users[user.id] = user;
var options = {
userId: user.id,
channelName: this.name,
others: others
joinedUsers: joinedUsers,
spawnedPlayers: spawnedPlayers
};
NotificationCenter.trigger('user/' + user.id + "/joinSuccess", options);

View file

@ -91,5 +91,34 @@ function (Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, No
setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
}
GameController.prototype.getSpawnedPlayers = function() {
var spawnedPlayers = {};
for(player in this.players) {
if(player.isSpawned) {
spawnedPlayers[player.id] = player;
}
}
return spawnedPlayers;
};
GameController.prototype.getSpawnedPlayersAndTheirPositions = function() {
var spawnedPlayers = [];
for(id in this.players) {
var player = this.players[id];
if(player.isSpawned) {
spawnedPlayers.push({
id: id,
x: player.getPosition().x * Settings.RATIO,
y: player.getPosition().y * Settings.RATIO
});
}
}
// FIXME: OR: use get Spawned Players and fetch them into a sort of transfer objects
// that contains only necessary data
return spawnedPlayers;
};
return GameController;
});