added areaSensor to doll and not allowing client to update position when another player is nearby

This commit is contained in:
logsol 2014-05-29 20:27:41 +02:00
parent e7f4b6043d
commit b500ef436d
5 changed files with 78 additions and 18 deletions

View file

@ -54,7 +54,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
if(this.me) {
this.me.update();
this.localMePositionUpdate();
this.mePositionStateUpdate();
}
for (var i = 0; i < this.gameObjects.animated.length; i++) {
@ -66,9 +66,9 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
DomController.statsEnd();
}
GameController.prototype.localMePositionUpdate = function() {
if(this.me.isStateUpdateNeeded()) {
Nc.trigger(Nc.ns.client.to.server.gameCommand.send, "meStateUpdate", this.me.getStateUpdate());
GameController.prototype.mePositionStateUpdate = function() {
if(this.me.isPositionStateUpdateNeeded()) {
Nc.trigger(Nc.ns.client.to.server.gameCommand.send, "mePositionStateUpdate", this.me.getPositionStateUpdate());
}
};
@ -119,8 +119,10 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
if (gameObject instanceof Doll) {
if(gameObject === this.me.doll) {
this.me.setLastServerState(update);
continue; // this is to ignore own doll updates from world update
this.me.setLastServerPositionState(update);
if(!this.me.acceptPositionStateUpdateFromServer()) {
continue; // this is to ignore own doll updates from world update
}
}
gameObject.setActionState(update.as);
gameObject.lookAt(update.laxy.x, update.laxy.y);

View file

@ -8,7 +8,7 @@ function (Parent, Settings) {
function Me(id, physicsEngine, user) {
Parent.call(this, id, physicsEngine, user);
this.lastServerState = {
this.lastServerPositionState = {
p: {
x: 0,
y: 0
@ -18,17 +18,23 @@ function (Parent, Settings) {
Me.prototype = Object.create(Parent.prototype);
Me.prototype.setLastServerState = function(update) {
this.lastServerState = update;
Me.prototype.setLastServerPositionState = function(update) {
this.lastServerPositionState = update;
};
Me.prototype.isStateUpdateNeeded = function() {
Me.prototype.isPositionStateUpdateNeeded = function() {
if(!this.doll) return false;
if(!this.doll) {
return false;
}
if(this.doll.isAnotherPlayerNearby()) {
return false;
}
var difference = {
x: Math.abs(this.lastServerState.p.x - this.doll.body.GetPosition().x),
y: Math.abs(this.lastServerState.p.y - this.doll.body.GetPosition().y)
x: Math.abs(this.lastServerPositionState.p.x - this.doll.body.GetPosition().x),
y: Math.abs(this.lastServerPositionState.p.y - this.doll.body.GetPosition().y)
}
if(difference.x > Settings.ME_STATE_MAX_DIFFERENCE_METERS
@ -39,13 +45,18 @@ function (Parent, Settings) {
return false;
};
Me.prototype.getStateUpdate = function() {
Me.prototype.getPositionStateUpdate = function() {
return {
p: this.doll.body.GetPosition().Copy(),
lv: this.doll.body.GetLinearVelocity().Copy()
}
};
Me.prototype.acceptPositionStateUpdateFromServer = function() {
// gamecontroller should accept me's doll update only when another players doll is nearby.
return this.doll.isAnotherPlayerNearby();
};
return Me;
});