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);