fixes position state update and removes dev graphs for better fps

This commit is contained in:
Jeena 2015-08-02 16:06:32 +02:00
parent db95465208
commit a8adbcf140
6 changed files with 55 additions and 29 deletions

View file

@ -52,7 +52,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
if(this.me) {
this.me.update();
this.mePositionStateUpdate();
this.mePositionStateOverride();
}
//for (var uid in this.gameObjects.animated) {
@ -65,9 +65,13 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
DomController.fpsStep();
};
GameController.prototype.mePositionStateUpdate = function() {
if(this.me.isPositionStateUpdateNeeded()) {
Nc.trigger(Nc.ns.client.to.server.gameCommand.send, "mePositionStateUpdate", this.me.getPositionStateUpdate());
GameController.prototype.mePositionStateOverride = function() {
if(this.me.isPositionStateOverrideNeeded()) {
Nc.trigger(
Nc.ns.client.to.server.gameCommand.send,
"mePositionStateOverride",
this.me.getPositionStateOverride()
);
}
};
@ -126,6 +130,17 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
};
*/
GameController.prototype.updateGameObject = function (gameObject, gameObjectUpdate) {
if(gameObject === this.me.doll) {
this.me.setLastServerPositionState(gameObjectUpdate);
if(!this.me.acceptPositionStateUpdateFromServer()) {
return; // this is to ignore own doll updates from world update
}
}
Parent.prototype.updateGameObject.call(this, gameObject, gameObjectUpdate);
}
GameController.prototype.createMe = function(user) {
this.me = new Me(user.id, this.physicsEngine, user);
this.players[user.id] = this.me;