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

@ -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;
});