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added getSpawnedPlayersAndTheirPositions in order to get already spawned players to spawn the moment you join and spawn yourself. fixes #26
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6 changed files with 55 additions and 8 deletions
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@ -72,8 +72,6 @@ function (Parent, PhysicsEngine, ViewController, KeyboardController, Notificatio
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x = options.x,
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x = options.x,
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y = options.y;
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y = options.y;
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console.log(this.players, options);
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var player = this.players[playerId];
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var player = this.players[playerId];
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player.spawn(x, y);
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player.spawn(x, y);
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@ -49,9 +49,17 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
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this.onUserJoined(options.userId);
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this.onUserJoined(options.userId);
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this.gameController.onJoinMe(options.userId);
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this.gameController.onJoinMe(options.userId);
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if (options.others) {
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if (options.joinedUsers) {
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for(var i = 0; i < options.others.length; i++) {
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for(var i = 0; i < options.joinedUsers.length; i++) {
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this.onUserJoined(options.others[i]);
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this.onUserJoined(options.joinedUsers[i]);
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}
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}
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if (options.spawnedPlayers) {
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for(var i = 0; i < options.spawnedPlayers.length; i++) {
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this.gameController.onSpawnPlayer(options.spawnedPlayers[i]);
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console.log("already spawned player, options: ", options.spawnedPlayers[i])
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}
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}
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}
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}
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}
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}
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@ -1,4 +1,10 @@
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define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function (Box2D, Settings, CollisionDetector) {
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define([
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"Lib/Vendor/Box2D",
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"Game/Config/Settings",
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"Game/Core/Collision/Detector"
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],
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function (Box2D, Settings, CollisionDetector) {
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function Doll (physicsEngine, id) {
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function Doll (physicsEngine, id) {
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this.id = id;
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this.id = id;
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@ -32,6 +32,10 @@ function (Doll, Settings) {
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return this.doll.getBody();
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return this.doll.getBody();
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}
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}
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Player.prototype.getPosition = function () {
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return this.getBody().GetPosition();
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}
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Player.prototype.setStanding = function (isStanding) {
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Player.prototype.setStanding = function (isStanding) {
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var resetStates = ['jump', 'jumploop'];
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var resetStates = ['jump', 'jumploop'];
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if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
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if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
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@ -38,14 +38,16 @@
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Channel.prototype.onAddUser = function (userId) {
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Channel.prototype.onAddUser = function (userId) {
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var user = new User(userId, this);
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var user = new User(userId, this);
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var others = Object.keys(this.users);
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var joinedUsers = Object.keys(this.users);
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var spawnedPlayers = this.gameController.getSpawnedPlayersAndTheirPositions();
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this.users[user.id] = user;
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this.users[user.id] = user;
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var options = {
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var options = {
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userId: user.id,
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userId: user.id,
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channelName: this.name,
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channelName: this.name,
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others: others
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joinedUsers: joinedUsers,
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spawnedPlayers: spawnedPlayers
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};
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};
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NotificationCenter.trigger('user/' + user.id + "/joinSuccess", options);
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NotificationCenter.trigger('user/' + user.id + "/joinSuccess", options);
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@ -91,5 +91,34 @@ function (Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, No
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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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}
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}
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GameController.prototype.getSpawnedPlayers = function() {
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var spawnedPlayers = {};
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for(player in this.players) {
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if(player.isSpawned) {
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spawnedPlayers[player.id] = player;
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}
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}
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return spawnedPlayers;
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};
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GameController.prototype.getSpawnedPlayersAndTheirPositions = function() {
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var spawnedPlayers = [];
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for(id in this.players) {
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var player = this.players[id];
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if(player.isSpawned) {
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spawnedPlayers.push({
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id: id,
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x: player.getPosition().x * Settings.RATIO,
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y: player.getPosition().y * Settings.RATIO
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});
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}
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}
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// FIXME: OR: use get Spawned Players and fetch them into a sort of transfer objects
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// that contains only necessary data
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return spawnedPlayers;
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};
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return GameController;
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return GameController;
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});
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});
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