mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 18:47:35 +00:00
some more renaming
This commit is contained in:
parent
9de3147406
commit
bd45f538c7
34 changed files with 0 additions and 0 deletions
40
app/Game/Client/Collision/Detector.js
Normal file
40
app/Game/Client/Collision/Detector.js
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@ -0,0 +1,40 @@
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define(["Vendor/Box2D", "Chuck/Constants"], function(Box2D, Constants) {
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function Detector(me) {
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this.me = me;
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this.listener = new Box2D.Dynamics.b2ContactListener();
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this.listener.chuckDetector = this;
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this.listener.BeginContact = this.BeginContact;
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this.listener.PostSolve = this.PostSolve;
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this.listener.EndContact = this.EndContact;
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}
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Detector.prototype.getListener = function() {
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return this.listener;
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}
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Detector.prototype.handleStand = function(point, isColliding) {
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if (point.GetFixtureA().GetUserData() == Constants.COLLISION_IDENTIFIER_FOOTSENSOR
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|| point.GetFixtureB().GetUserData() == Constants.COLLISION_IDENTIFIER_FOOTSENSOR) {
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this.me.onFootSensorDetection(isColliding);
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}
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}
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/** Extension **/
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Detector.prototype.BeginContact = function(point) {
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this.chuckDetector.handleStand(point, true);
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}
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Detector.prototype.PostSolve = function(point, impulse) {
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this.chuckDetector.handleStand(point, true);
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}
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Detector.prototype.EndContact = function(point) {
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this.chuckDetector.handleStand(point, false);
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}
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return Detector;
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});
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61
app/Game/Client/Control/Key.js
Executable file
61
app/Game/Client/Control/Key.js
Executable file
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@ -0,0 +1,61 @@
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define(function(){
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function Key () {
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this._active = false;
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this._activityUpdateStatus = false;
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this._activityUpdateNeeded = false;
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this._keyDownFunction = null;
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this._keyUpFunction = null;
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this._keyFrameFunction = null;
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}
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Key.prototype.setActivityUpdateStatus = function(active) {
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this._activityUpdateStatus = active;
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}
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Key.prototype.getActivityUpdateStatus = function() {
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return this._activityUpdateStatus;
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}
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Key.prototype.setActivityUpdateNeeded = function(need) {
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this._activityUpdateNeeded = need;
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}
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Key.prototype.getActivityUpdateNeeded = function() {
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return this._activityUpdateNeeded;
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}
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Key.prototype.setActive = function(active) {
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this._active = active;
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}
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Key.prototype.getActive = function() {
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return this._active;
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}
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Key.prototype.setKeyDownFunction = function(f) {
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this._keyDownFunction = f;
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}
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Key.prototype.getKeyDownFunction = function() {
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return this._keyDownFunction;
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}
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Key.prototype.setKeyUpFunction = function(f) {
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this._keyUpFunction = f;
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}
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Key.prototype.getKeyUpFunction = function() {
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return this._keyUpFunction;
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}
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Key.prototype.setKeyFrameFunction = function(f) {
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this._keyFrameFunction = f;
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}
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Key.prototype.getKeyFrameFunction = function() {
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return this._keyFrameFunction;
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}
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return Key;
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});
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94
app/Game/Client/Control/KeyboardController.js
Executable file
94
app/Game/Client/Control/KeyboardController.js
Executable file
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define(["Chuck/Control/InputController", "Chuck/Control/KeyboardInput"], function(InputController, KeyboardInput){
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function InputControlUnit(me, clientProcessor) {
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this.clientProcessor = clientProcessor;
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this.inputController = new InputController(me);
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this.keyboardInput = new KeyboardInput(this);
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var keys = {
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w:87,
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a:65,
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s:83,
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d:68,
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up: 38,
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left: 37,
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down: 40,
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right: 39
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}
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this.init(keys);
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}
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InputControlUnit.prototype.init = function(keys) {
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this.keyboardInput.registerKey(keys.a, 'moveLeft', 'stop', 'moveLeft');
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this.keyboardInput.registerKey(keys.left, 'moveLeft', 'stop', 'moveLeft');
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this.keyboardInput.registerKey(keys.d, 'moveRight', 'stop', 'moveRight');
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this.keyboardInput.registerKey(keys.right, 'moveRight', 'stop', 'moveRight');
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this.keyboardInput.registerKey(keys.w, 'jump', 'jumped', 'jumping');
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this.keyboardInput.registerKey(keys.up, 'jump', 'jumped', 'jumping');
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this.keyboardInput.registerKey(keys.s, 'duck', 'standUp', 'duck');
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this.keyboardInput.registerKey(keys.down, 'duck', 'standUp', 'duck');
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this.keyboardInput.registerKey(keys.s, 'activateShift', 'activateShift', 'deactivateShift');
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this.keyboardInput.registerKey(keys.down, 'activateShift', 'activateShift', 'deactivateShift');
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}
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InputControlUnit.prototype.moveLeft = function() {
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this.inputController.moveLeft();
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this.clientProcessor.sendGameCommand('moveLeft');
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}
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InputControlUnit.prototype.moveRight = function() {
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this.inputController.moveRight();
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this.clientProcessor.sendGameCommand('moveRight');
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}
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InputControlUnit.prototype.stop = function() {
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this.inputController.stop();
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this.clientProcessor.sendGameCommand('stop');
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}
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InputControlUnit.prototype.jump = function() {
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this.inputController.jump();
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this.clientProcessor.sendGameCommand('jump');
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}
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InputControlUnit.prototype.jumped = function() {
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this.inputController.jumped();
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}
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InputControlUnit.prototype.jumping = function() {
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this.inputController.jumping();
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}
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InputControlUnit.prototype.duck = function() {
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this.inputController.duck();
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this.clientProcessor.sendGameCommand('duck');
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}
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InputControlUnit.prototype.standUp = function() {
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this.inputController.standUp();
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}
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InputControlUnit.prototype.activateShift = function() {
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this.inputController.activateShift();
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this.clientProcessor.sendGameCommand('activateShift');
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}
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InputControlUnit.prototype.deactivateShift = function() {
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this.inputController.deactivateShift();
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}
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InputControlUnit.prototype.update = function() {
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this.keyboardInput.update();
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}
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return InputControlUnit;
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});
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78
app/Game/Client/Control/KeyboardInput.js
Executable file
78
app/Game/Client/Control/KeyboardInput.js
Executable file
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define(["Chuck/Control/Key"], function(Key){
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function KeyboardInput (inputControlUnit) {
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this._registry = {};
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this._inputControlUnit = inputControlUnit;
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this.init();
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}
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KeyboardInput.prototype.init = function() {
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// Using window is ok here because it only runs in the browser
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window.onkeydown = this._onKeyDown.bind(this);
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window.onkeyup = this._onKeyUp.bind(this);
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}
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KeyboardInput.prototype.registerKey = function(keyCode, onKeyDown, onKeyUp, onKeyFrame) {
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var key = new Key();
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key.setKeyDownFunction(onKeyDown);
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key.setKeyUpFunction(onKeyUp);
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key.setKeyFrameFunction(onKeyFrame);
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this._registry[keyCode] = key;
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}
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KeyboardInput.prototype._getKeyByKeyCode = function(keyCode) {
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return this._registry[keyCode];
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}
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KeyboardInput.prototype._onKeyDown = function(e) {
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var key = this._getKeyByKeyCode(e.keyCode);
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if (key && key.getActive() == false) {
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key.setActivityUpdateStatus(true);
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key.setActivityUpdateNeeded(true);
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}
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}
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KeyboardInput.prototype._onKeyUp = function(e) {
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var key = this._getKeyByKeyCode(e.keyCode);
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if (key != null) {
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key.setActivityUpdateStatus(false);
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key.setActivityUpdateNeeded(true);
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}
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}
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KeyboardInput.prototype.update = function() {
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var callback = null;
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var self = this;
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for (var keyCode in this._registry) {
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var key = this._registry[keyCode];
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if (key.getActivityUpdateNeeded()) {
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if (key.getActivityUpdateStatus() == true) {
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callback = key.getKeyDownFunction();
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key.setActive(true);
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} else {
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callback = key.getKeyUpFunction();
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key.setActive(false);
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}
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key.setActivityUpdateNeeded(false);
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}
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if (callback) {
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self._inputControlUnit[callback]();
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} else {
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if (key.getActive()) {
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callback = key.getKeyFrameFunction();
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if (callback) {
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self._inputControlUnit[callback]();
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}
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}
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}
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callback = null;
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}
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}
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return KeyboardInput;
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});
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102
app/Game/Client/GameController.js
Executable file
102
app/Game/Client/GameController.js
Executable file
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var requires = [
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"Chuck/View/ViewController",
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"Chuck/Physics/Engine",
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"Chuck/Player",
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"Chuck/Control/InputControlUnit",
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"Chuck/Settings",
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"Vendor/Box2D",
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"Chuck/Loader/Level",
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"RequestAnimationFrame"
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];
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define(requires,
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function(ViewController, PhysicsEngine, Player, InputControlUnit, Settings, Box2D, Level, requestAnimFrame) {
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function ClientProcessor (clientGame) {
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this.clientGame = clientGame;
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this.init();
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};
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ClientProcessor.prototype.init = function() {
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this.viewController = new ViewController();
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this.physicsEngine = new PhysicsEngine();
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this.update();
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}
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ClientProcessor.prototype.loadLevel = function(path) {
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if (this.level) {
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this.level.unload();
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}
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this.level = new Level(path, this.physicsEngine);
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this.level.loadLevelInToEngine();
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}
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ClientProcessor.prototype.getPhysicsEngine = function() {
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return this.physicsEngine;
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}
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ClientProcessor.prototype.getMe = function() {
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return this.me;
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}
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ClientProcessor.prototype.update = function() {
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requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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this.viewController.update();
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if(this.me) {
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this.inputControlUnit.update();
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this.me.update();
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}
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}
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ClientProcessor.prototype.destruct = function() {
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}
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ClientProcessor.prototype.spawnNewPlayerWithId = function(id) {
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var player = new Player(this.physicsEngine, id, null);
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player.spawn(100, 0);
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this.physicsEngine.setCollisionDetector(player);
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return player;
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}
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ClientProcessor.prototype.spawnMeWithId = function(id) {
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this.me = this.spawnNewPlayerWithId(id);
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this.inputControlUnit = new InputControlUnit(this.me, this);
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}
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ClientProcessor.prototype.sendGameCommand = function(command, options) {
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this.clientGame.sendGameCommand(command, options);
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}
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ClientProcessor.prototype.processGameCommand = function(command, options) {
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if (command == "worldUpdate") {
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var body = this.physicsEngine.world.GetBodyList();
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do {
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var userData = body.GetUserData();
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if(userData && options[userData]) {
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var update = options[userData];
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//console.log('position difference:', (body.GetPosition().y - update.p.y) * 30, body.GetLinearVelocity().y);
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body.SetAwake(true);
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body.SetPosition(update.p);
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body.SetAngle(update.a);
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body.SetLinearVelocity(update.lv);
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body.SetAngularVelocity(update.av);
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}
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} while (body = body.GetNext());
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}
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}
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return ClientProcessor;
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});
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104
app/Game/Client/Networker.js
Normal file
104
app/Game/Client/Networker.js
Normal file
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@ -0,0 +1,104 @@
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define(["Protocol/Helper", "Chuck/ClientGame"], function(ProtocolHelper, ClientGame) {
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function Networker(socketLink) {
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this.socketLink = socketLink;
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this.clientGame = null;
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this.init();
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}
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Networker.prototype.init = function() {
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var self = this;
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this.socketLink.on('connect', function() {
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self.onConnect();
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});
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this.socketLink.on('message', function(message) {
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self.onMessage(message);
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});
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this.socketLink.on('disconnect', function() {
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self.onDisconnect();
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});
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}
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Networker.prototype.onConnect = function() {
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this.join('dungeon');
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}
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Networker.prototype.onMessage = function(message) {
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var self = this;
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ProtocolHelper.runCommands(message, function(command, options) {
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self.processControlCommand(command, options);
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});
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}
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Networker.prototype.onDisconnect = function() {
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this.clientGame.destruct();
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this.clientGame = null;
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}
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Networker.prototype.join = function(channelName){
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this.sendCommand('join', channelName);
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}
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Networker.prototype.sendCommand = function(command, options) {
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var message = ProtocolHelper.encodeCommand(command, options);
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this.socketLink.send(message);
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}
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|
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Networker.prototype.onJoinSuccess = function(options) {
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this.clientGame = new ClientGame(this, options.id);
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this.clientGame.loadLevel("default.json")
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console.log("Joined " + options.channelName);
|
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|
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if (options.userIds && options.userIds.length > 0) {
|
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for(var i = 0; i < options.userIds.length; i++) {
|
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this.clientGame.userJoined(options.userIds[i])
|
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}
|
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}
|
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}
|
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|
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Networker.prototype.onUserJoined = function(userId) {
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this.clientGame.userJoined(userId);
|
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console.log("User " + userId + " joined");
|
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}
|
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|
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Networker.prototype.sendGameCommand = function(command, options) {
|
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this.sendCommand('gameCommand', ProtocolHelper.assemble(command, options));
|
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}
|
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|
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Networker.prototype.onUserLeft = function(userId) {
|
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this.clientGame.userLeft(userId);
|
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}
|
||||
|
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Networker.prototype.processControlCommand = function(command, options) {
|
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switch(command) {
|
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case 'joinSuccess':
|
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this.onJoinSuccess(options);
|
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break;
|
||||
|
||||
case 'gameCommand':
|
||||
for(var gameCommand in options) {
|
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this.clientGame.processGameCommand(gameCommand, options[gameCommand]);
|
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}
|
||||
break;
|
||||
|
||||
case 'userJoined':
|
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this.onUserJoined(options);
|
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break;
|
||||
|
||||
case 'userLeft':
|
||||
this.onUserLeft(options);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return Networker;
|
||||
|
||||
});
|
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50
app/Game/Client/View/CameraController.js
Executable file
50
app/Game/Client/View/CameraController.js
Executable file
|
|
@ -0,0 +1,50 @@
|
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define(['Vendor/Three', 'Chuck/Settings'], function(Three, Settings) {
|
||||
|
||||
function CameraController(isOrthographic) {
|
||||
|
||||
isOrthographic = typeof isOrthographic == 'undefined'
|
||||
? true
|
||||
: isOrthographic;
|
||||
|
||||
|
||||
if(isOrthographic) {
|
||||
|
||||
this.camera = new Three.OrthographicCamera(
|
||||
-Settings.STAGE_WIDTH/2,
|
||||
Settings.STAGE_WIDTH/2,
|
||||
Settings.STAGE_HEIGHT/2,
|
||||
-Settings.STAGE_HEIGHT/2,
|
||||
-2000,
|
||||
1000
|
||||
);
|
||||
|
||||
} else {
|
||||
|
||||
this.camera = new Three.PerspectiveCamera(
|
||||
45,
|
||||
Settings.STAGE_WIDTH / Settings.STAGE_HEIGHT,
|
||||
-2000,
|
||||
1000
|
||||
);
|
||||
}
|
||||
|
||||
this.camera.position.z = 481;
|
||||
}
|
||||
|
||||
CameraController.prototype.getCamera = function(){
|
||||
return this.camera;
|
||||
}
|
||||
|
||||
CameraController.prototype.setPosition = function(x, y){
|
||||
this.camera.position.x = x;
|
||||
this.camera.position.y = y;
|
||||
}
|
||||
|
||||
|
||||
CameraController.prototype.setZoom = function(z){
|
||||
this.camera.position.z = z;
|
||||
}
|
||||
|
||||
return CameraController;
|
||||
|
||||
});
|
||||
53
app/Game/Client/View/DomController.js
Executable file
53
app/Game/Client/View/DomController.js
Executable file
|
|
@ -0,0 +1,53 @@
|
|||
define(['Chuck/Settings'], function(Settings) {
|
||||
|
||||
var Dom = {
|
||||
canvas: null,
|
||||
debugCanvas: null
|
||||
};
|
||||
|
||||
Dom.getCanvasContainer = function(){
|
||||
var container = document.getElementById(Settings.CANVAS_DOM_ID);
|
||||
|
||||
if(container) {
|
||||
return container;
|
||||
} else {
|
||||
throw 'Canvas Container missing: #' + Settings.CANVAS_DOM_ID;
|
||||
}
|
||||
}
|
||||
|
||||
Dom.getCanvas = function(){
|
||||
return Dom.canvas;
|
||||
}
|
||||
|
||||
Dom.setCanvas = function(canvas){
|
||||
|
||||
var container = Dom.getCanvasContainer();
|
||||
if(Dom.canvas){
|
||||
container.removeChild(Dom.canvas);
|
||||
}
|
||||
|
||||
Dom.canvas = canvas;
|
||||
container.appendChild(canvas);
|
||||
}
|
||||
|
||||
Dom.getDebugCanvas = function(){
|
||||
return Dom.debugCanvas;
|
||||
}
|
||||
|
||||
Dom.createDebugCanvas = function(){
|
||||
|
||||
var container = Dom.getCanvasContainer();
|
||||
if(Dom.debugCanvas){
|
||||
container.removeChild(Dom.debugCanvas);
|
||||
}
|
||||
|
||||
var canvas = document.createElement('canvas');
|
||||
canvas.width = Settings.STAGE_WIDTH;
|
||||
canvas.height = Settings.STAGE_HEIGHT;
|
||||
Dom.debugCanvas = canvas;
|
||||
container.appendChild(canvas);
|
||||
}
|
||||
|
||||
return Dom;
|
||||
|
||||
});
|
||||
106
app/Game/Client/View/ViewController.js
Executable file
106
app/Game/Client/View/ViewController.js
Executable file
|
|
@ -0,0 +1,106 @@
|
|||
define(["Client/Dom", "Vendor/Three", "Chuck/Settings", "Chuck/View/CameraController"], function(Dom, Three, Settings, CameraController){
|
||||
|
||||
function ViewController(){
|
||||
|
||||
this.mesh = null;
|
||||
this.scene = null;
|
||||
this.renderer = null;
|
||||
this.cameraController = new CameraController();
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
function isWebGlEnabled () {
|
||||
try {
|
||||
return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' );
|
||||
} catch(e) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
ViewController.prototype.init = function(){
|
||||
|
||||
var self = this;
|
||||
|
||||
var rendererOptions = {
|
||||
antialias: true,
|
||||
preserveDrawingBuffer: true
|
||||
};
|
||||
|
||||
if(isWebGlEnabled()) {
|
||||
this.renderer = new Three.WebGLRenderer(rendererOptions);
|
||||
} else {
|
||||
this.renderer = new Three.CanvasRenderer(rendererOptions);
|
||||
}
|
||||
|
||||
this.renderer.setClearColorHex(0x333333, 1);
|
||||
this.renderer.setSize(Settings.STAGE_WIDTH, Settings.STAGE_HEIGHT);
|
||||
|
||||
Dom.setCanvas(this.renderer.domElement);
|
||||
|
||||
if(Settings.DEBUG_MODE){
|
||||
Dom.createDebugCanvas();
|
||||
}
|
||||
|
||||
this.scene = new Three.Scene();
|
||||
this.scene.add(this.cameraController.getCamera());
|
||||
|
||||
|
||||
var ambientLight = new Three.AmbientLight(0xffffff);
|
||||
this.scene.add(ambientLight);
|
||||
|
||||
var directionalLight = new Three.DirectionalLight(0xffffff);
|
||||
directionalLight.position.set(1, 0, 10).normalize();
|
||||
this.scene.add(directionalLight);
|
||||
|
||||
|
||||
this.createMesh(100, 100, 100, 100, 'static/img/100.png', function(mesh){
|
||||
self.mesh = mesh;
|
||||
self.scene.add(mesh);
|
||||
});
|
||||
/*
|
||||
this.createMesh(50, 50, 200, 100, 'static/img/100.png', function(mesh){
|
||||
self.scene.add(mesh);
|
||||
});
|
||||
*/
|
||||
|
||||
//this.animate(this);
|
||||
}
|
||||
|
||||
ViewController.prototype.update = function() {
|
||||
|
||||
if(this.mesh) {
|
||||
this.mesh.rotation.z += .01;
|
||||
this.mesh.position.z += 1;
|
||||
this.mesh.position.x += .4;
|
||||
this.mesh.position.y += .4;
|
||||
}
|
||||
|
||||
this.render();
|
||||
}
|
||||
|
||||
ViewController.prototype.render = function() {
|
||||
|
||||
this.renderer.render(this.scene, this.cameraController.getCamera());
|
||||
}
|
||||
|
||||
ViewController.prototype.createMesh = function(width, height, x, y, imgPath, callback) {
|
||||
var textureImg = new Image();
|
||||
textureImg.onload = function(){
|
||||
var material = new Three.MeshLambertMaterial({
|
||||
map: Three.ImageUtils.loadTexture(imgPath)
|
||||
});
|
||||
|
||||
var mesh = new Three.Mesh(new Three.PlaneGeometry(width, height), material);
|
||||
mesh.overdraw = true;/*
|
||||
mesh.position.z = 0;
|
||||
mesh.position.x = x;
|
||||
mesh.position.y = y;
|
||||
*/
|
||||
callback(mesh);
|
||||
};
|
||||
textureImg.src = imgPath;
|
||||
}
|
||||
|
||||
return ViewController;
|
||||
});
|
||||
50
app/Game/Config/Settings.js
Executable file
50
app/Game/Config/Settings.js
Executable file
|
|
@ -0,0 +1,50 @@
|
|||
define({
|
||||
STAGE_WIDTH: 600,
|
||||
STAGE_HEIGHT: 400,
|
||||
|
||||
// BOX2D INITIALATORS
|
||||
RATIO: 35,
|
||||
BOX2D_WORLD_AABB_SIZE: 3000,
|
||||
BOX2D_ALLOW_SLEEP: true,
|
||||
BOX2D_GRAVITY: 16,
|
||||
BOX2D_VELOCITY_ITERATIONS: 5,
|
||||
BOX2D_POSITION_ITERATIONS: 5,
|
||||
BOX2D_TIME_STEP: 1 / 60,
|
||||
|
||||
// GRAPHIC PATHS
|
||||
GRAPHICS_PATH: 'static/img/',
|
||||
GRAPHICS_SUBPATH_ITEMS: 'items/',
|
||||
GRAPHICS_SUBPATH_CHARACTERS: 'characters/',
|
||||
|
||||
TILE_SIZE: 15,
|
||||
|
||||
// GAME PLAY
|
||||
WALK_SPEED: 2.5,
|
||||
RUN_SPEED: 4.0,
|
||||
FLY_SPEED: 3.2,
|
||||
JUMP_SPEED: 3.0,
|
||||
JUMP_UPLIFT: 0.05,
|
||||
|
||||
// restitution: bouncyness, friction: rubbing, density: mass
|
||||
TILE_FRICTION: 0.99,
|
||||
TILE_RESTITUTION: 0.1,
|
||||
|
||||
PLAYER_DENSITY: 0.96,
|
||||
PLAYER_FRICTION: 5,
|
||||
PLAYER_MOTION_FRICTION: 0.1,
|
||||
PLAYER_RESTITUTION: 0.0,
|
||||
PLAYER_LINEAR_DAMPING: .5,
|
||||
|
||||
ITEM_DENSITY: 0.9,
|
||||
ITEM_FRICTION: 0.99,
|
||||
ITEM_RESTITUTION: 0.02,
|
||||
|
||||
// BROWSER
|
||||
CANVAS_DOM_ID: 'canvasContainer',
|
||||
IS_BROWSER_ENVIRONMENT: typeof window !== 'undefined',
|
||||
|
||||
DEBUG_MODE: true,
|
||||
|
||||
// NETWORKING
|
||||
WORLD_UPDATE_BROADCAST_INTERVAL: 15
|
||||
})
|
||||
0
app/Game/Core/Collision/Detector.js
Normal file
0
app/Game/Core/Collision/Detector.js
Normal file
59
app/Game/Core/Control/InputController.js
Normal file
59
app/Game/Core/Control/InputController.js
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
define(function(){
|
||||
|
||||
function InputController(player) {
|
||||
|
||||
this.player = player;
|
||||
|
||||
this._shift;
|
||||
this._isJumping;
|
||||
}
|
||||
|
||||
InputController.prototype.moveLeft = function() {
|
||||
this.player.move(-1);
|
||||
}
|
||||
|
||||
InputController.prototype.moveRight = function() {
|
||||
this.player.move(1);
|
||||
}
|
||||
|
||||
InputController.prototype.stop = function() {
|
||||
this.player.stop();
|
||||
}
|
||||
|
||||
InputController.prototype.jump = function() {
|
||||
this._isJumping = true;
|
||||
this.player.jump();
|
||||
}
|
||||
|
||||
InputController.prototype.jumped = function() {
|
||||
this._isJumping = false;
|
||||
}
|
||||
|
||||
InputController.prototype.jumping = function() {
|
||||
if (this._isJumping) {
|
||||
this.player.jumping();
|
||||
}
|
||||
}
|
||||
|
||||
InputController.prototype.duck = function() {
|
||||
this.player.duck();
|
||||
}
|
||||
|
||||
InputController.prototype.standUp = function() {
|
||||
this.player.standUp();
|
||||
}
|
||||
|
||||
InputController.prototype.activateShift = function() {
|
||||
this._shift = true;
|
||||
}
|
||||
|
||||
InputController.prototype.deactivateShift = function() {
|
||||
this._shift = false;
|
||||
}
|
||||
|
||||
InputController.prototype.update = function() {
|
||||
|
||||
}
|
||||
|
||||
return InputController;
|
||||
});
|
||||
0
app/Game/Core/GameController.js
Normal file
0
app/Game/Core/GameController.js
Normal file
263
app/Game/Core/Loader/Level.js
Normal file
263
app/Game/Core/Loader/Level.js
Normal file
|
|
@ -0,0 +1,263 @@
|
|||
define(["Chuck/Settings", "Chuck/Constants", "Vendor/Box2D"], function(Settings, Constants, Box2D) {
|
||||
|
||||
// Public
|
||||
function Level(path, engine) {
|
||||
this.path = path;
|
||||
this.engine = engine;
|
||||
this.levelObject = null;
|
||||
}
|
||||
|
||||
Level.prototype.loadLevelInToEngine = function() {
|
||||
this.loadLevelObjectFromPath(this.path);
|
||||
this.createPhysicTiles();
|
||||
}
|
||||
|
||||
Level.prototype.unload = function() {
|
||||
// TODO unload level from engine if necessary
|
||||
// Perhaps just remove all bodies?
|
||||
}
|
||||
|
||||
// Private
|
||||
|
||||
Level.prototype.createPhysicTiles = function () {
|
||||
if (!this.levelObject || !this.levelObject.tiles || this.levelObject.tiles.length < 1) {
|
||||
throw "Level: Can't create physic tiles, no tiles found";
|
||||
}
|
||||
|
||||
var tiles = this.levelObject.tiles;
|
||||
for (var i = tiles.length - 1; i >= 0; i--) {
|
||||
this.createPhysicTile(tiles[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Level.prototype.createPhysicTile = function(tile) {
|
||||
tile.r = tile.r || 0;
|
||||
var vertices = this.createVertices(tile);
|
||||
|
||||
var bodyDef = new Box2D.Dynamics.b2BodyDef();
|
||||
bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
|
||||
bodyDef.position.x = tile.x * Settings.TILE_SIZE / Settings.RATIO;
|
||||
bodyDef.position.y = tile.y * Settings.TILE_SIZE / Settings.RATIO;
|
||||
bodyDef.angle = tile.r * 90 * Math.PI / 180;
|
||||
|
||||
var tileShape = new Box2D.Collision.Shapes.b2PolygonShape();
|
||||
|
||||
tileShape.SetAsArray(vertices, vertices.length);
|
||||
|
||||
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
|
||||
fixtureDef.shape = tileShape;
|
||||
fixtureDef.density = 0;
|
||||
fixtureDef.friction = Settings.TILE_FRICTION;
|
||||
fixtureDef.restitution = Settings.TILE_RESTITUTION;
|
||||
fixtureDef.isSensor = false;
|
||||
fixtureDef.userData = Constants.COLLISION_IDENTIFIER_TILE;
|
||||
|
||||
this.engine.createBody(bodyDef).CreateFixture(fixtureDef);
|
||||
}
|
||||
|
||||
Level.prototype.createVertices = function(tile) {
|
||||
var vs = [];
|
||||
|
||||
switch(tile.s) {
|
||||
case 1:
|
||||
this.addVec(vs, -1, -1); // o o o
|
||||
this.addVec(vs, 1, -1); // o o o
|
||||
this.addVec(vs, 1, 1); // o o o
|
||||
this.addVec(vs, -1, 1);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
this.addVec(vs, -1, -1); // o
|
||||
this.addVec(vs, 1, 1); // o o
|
||||
this.addVec(vs, -1, 1); // o o o
|
||||
break;
|
||||
|
||||
case 3:
|
||||
this.addVec(vs, -1, -1); // o
|
||||
this.addVec(vs, 0, 1); // o
|
||||
this.addVec(vs, -1, 1); // o o
|
||||
break;
|
||||
|
||||
case 4:
|
||||
this.addVec(vs, -1, -1); // o
|
||||
this.addVec(vs, 1, 0); // o o o
|
||||
this.addVec(vs, 1, 1); // o o o
|
||||
this.addVec(vs, -1, 1);
|
||||
break;
|
||||
|
||||
case 5:
|
||||
this.addVec(vs, 1, -1); // o
|
||||
this.addVec(vs, 1, 1); // o
|
||||
this.addVec(vs, 0, 1); // o o
|
||||
break;
|
||||
|
||||
case 6:
|
||||
this.addVec(vs, 1, -1); // o
|
||||
this.addVec(vs, 1, 1); // o o o
|
||||
this.addVec(vs, -1, 1); // o o o
|
||||
this.addVec(vs, -1, 0);
|
||||
break;
|
||||
|
||||
case 7:
|
||||
this.addVec(vs, -1, 0); //
|
||||
this.addVec(vs, 0, 1); // o
|
||||
this.addVec(vs, -1, 1); // o o
|
||||
break;
|
||||
|
||||
case 8:
|
||||
this.addVec(vs, -1, -1); // o o
|
||||
this.addVec(vs, 0, -1); // o o o
|
||||
this.addVec(vs, 1, 0); // o o o
|
||||
this.addVec(vs, 1, 1);
|
||||
this.addVec(vs, -1, 1);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return vs;
|
||||
}
|
||||
|
||||
Level.prototype.mkArg = function(multiplier) {
|
||||
return Settings.TILE_SIZE / 2 / Settings.RATIO * multiplier;
|
||||
}
|
||||
|
||||
Level.prototype.addVec = function(vs, m1, m2) {
|
||||
return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
|
||||
}
|
||||
|
||||
Level.prototype.loadLevelObjectFromPath = function(path) {
|
||||
|
||||
// TODO: load JSON levelObject from path
|
||||
// s: shape
|
||||
// x: x-position
|
||||
// y: y-position
|
||||
// r: rotation (optional)
|
||||
|
||||
// Shapes:
|
||||
|
||||
// 1
|
||||
// o o o
|
||||
// o o o
|
||||
// o o o
|
||||
|
||||
// 2
|
||||
// o
|
||||
// o o
|
||||
// o o o
|
||||
|
||||
// 3
|
||||
// o
|
||||
// o
|
||||
// o o
|
||||
|
||||
// 4
|
||||
// o
|
||||
// o o o
|
||||
// o o o
|
||||
|
||||
// 5
|
||||
// o
|
||||
// o
|
||||
// o o
|
||||
|
||||
// 6
|
||||
// o
|
||||
// o o o
|
||||
// o o o
|
||||
|
||||
// 7
|
||||
//
|
||||
// o
|
||||
// o o
|
||||
|
||||
// 8
|
||||
// o o
|
||||
// o o o
|
||||
// o o o
|
||||
|
||||
this.levelObject = {
|
||||
tiles: [
|
||||
{s:1, x:3, y:18},
|
||||
{s:1, x:37, y:27},
|
||||
{s:1, x:20, y:24},
|
||||
{s:1, x:24, y:27},
|
||||
{s:1, x:37, y:26},
|
||||
{s:1, x:9, y:18},
|
||||
{s:2, x:32, y:25, r:1},
|
||||
{s:1, x:23, y:27},
|
||||
{s:3, x:34, y:24, r:1},
|
||||
{s:1, x:35, y:28},
|
||||
{s:4, x:17, y:21},
|
||||
{s:2, x:21, y:24},
|
||||
{s:2, x:42, y:23, r:3},
|
||||
{s:3, x:30, y:24, r:3},
|
||||
{s:2, x:22, y:25},
|
||||
{s:1, x:40, y:25},
|
||||
{s:1, x:38, y:26},
|
||||
{s:1, x:8, y:18},
|
||||
{s:1, x:38, y:25},
|
||||
{s:1, x:28, y:28},
|
||||
{s:1, x:36, y:27},
|
||||
{s:1, x:7, y:18},
|
||||
{s:2, x:20, y:23},
|
||||
{s:2, x:43, y:23, r:1},
|
||||
{s:6, x:31, y:24},
|
||||
{s:1, x:16, y:21},
|
||||
{s:1, x:1, y:18},
|
||||
{s:1, x:31, y:29},
|
||||
{s:2, x:30, y:25, r:2},
|
||||
{s:4, x:11, y:18},
|
||||
{s:1, x:28, y:27},
|
||||
{s:1, x:28, y:26},
|
||||
{s:1, x:28, y:29},
|
||||
{s:1, x:19, y:23},
|
||||
{s:5, x:12, y:18, r:1},
|
||||
{s:1, x:42, y:24},
|
||||
{s:6, x:33, y:24, r:2},
|
||||
{s:1, x:39, y:25},
|
||||
{s:1, x:33, y:29},
|
||||
{s:1, x:29, y:29},
|
||||
{s:1, x:21, y:25},
|
||||
{s:1, x:27, y:27},
|
||||
{s:5, x:16, y:20, r:1},
|
||||
{s:1, x:5, y:18},
|
||||
{s:5, x:18, y:21, r:1},
|
||||
{s:4, x:13, y:19},
|
||||
{s:1, x:14, y:20},
|
||||
{s:1, x:30, y:29},
|
||||
{s:1, x:4, y:18},
|
||||
{s:1, x:6, y:18},
|
||||
{s:1, x:2, y:18},
|
||||
{s:1, x:32, y:24},
|
||||
{s:1, x:34, y:29},
|
||||
{s:1, x:32, y:29},
|
||||
{s:2, x:1, y:16},
|
||||
{s:1, x:10, y:18},
|
||||
{s:1, x:42, y:25},
|
||||
{s:2, x:28, y:25, r:3},
|
||||
{s:2, x:0, y:16, r:2},
|
||||
{s:1, x:22, y:27},
|
||||
{s:1, x:25, y:27},
|
||||
{s:1, x:31, y:25},
|
||||
{s:5, x:14, y:19, r:1},
|
||||
{s:1, x:41, y:25},
|
||||
{s:1, x:36, y:28},
|
||||
{s:4, x:15, y:20},
|
||||
{s:2, x:19, y:22},
|
||||
{s:3, x:26, y:26, r:3},
|
||||
{s:1, x:26, y:27},
|
||||
{s:1, x:18, y:22},
|
||||
{s:6, x:27, y:26},
|
||||
{s:1, x:22, y:26},
|
||||
{s:1, x:1, y:17},
|
||||
{s:1, x:35, y:29},
|
||||
{s:1, x:12, y:19}
|
||||
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
return Level;
|
||||
})
|
||||
114
app/Game/Core/Physics/Doll.js
Normal file
114
app/Game/Core/Physics/Doll.js
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
define(["Vendor/Box2D", "Chuck/Constants", "Chuck/Settings"], function(Box2D, Constants, Settings){
|
||||
|
||||
function Doll (physicsEngine, id){
|
||||
this.id = id;
|
||||
this.physicsEngine = physicsEngine;
|
||||
this.body;
|
||||
this.legs;
|
||||
this.contactPoint;
|
||||
|
||||
this.init(this.physicsEngine.getWorld());
|
||||
}
|
||||
|
||||
Doll.prototype.init = function (world) {
|
||||
|
||||
var bodyDef = new Box2D.Dynamics.b2BodyDef();
|
||||
bodyDef.position.x = 220 / Settings.RATIO;
|
||||
bodyDef.position.y = 0 / Settings.RATIO;
|
||||
bodyDef.fixedRotation = true;
|
||||
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
|
||||
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
|
||||
bodyDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER + '-' + this.id;
|
||||
|
||||
this.body = world.CreateBody(bodyDef);
|
||||
|
||||
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
|
||||
fixtureDef.density = Settings.PLAYER_DENSITY;
|
||||
fixtureDef.friction = 0;
|
||||
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
|
||||
|
||||
var headShape = new Box2D.Collision.Shapes.b2CircleShape();
|
||||
headShape.SetRadius(5 / Settings.RATIO);
|
||||
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
|
||||
fixtureDef.shape = headShape;
|
||||
fixtureDef.isSensor = false;
|
||||
fixtureDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER_HEAD;
|
||||
this.body.CreateFixture(fixtureDef);
|
||||
|
||||
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
|
||||
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
|
||||
fixtureDef.shape = bodyShape;
|
||||
fixtureDef.isSensor = false;
|
||||
fixtureDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER_CHEST;
|
||||
this.body.CreateFixture(fixtureDef);
|
||||
|
||||
var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
|
||||
legsShape.SetRadius(5 / Settings.RATIO);
|
||||
legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -5 / Settings.RATIO));
|
||||
fixtureDef.shape = legsShape;
|
||||
fixtureDef.friction = Settings.PLAYER_FRICTION;
|
||||
fixtureDef.isSensor = false;
|
||||
fixtureDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER_LEGS;
|
||||
|
||||
this.legs = this.body.CreateFixture(fixtureDef);
|
||||
|
||||
var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
|
||||
feetShape.SetRadius(4 / Settings.RATIO);
|
||||
feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
|
||||
fixtureDef.shape = feetShape;
|
||||
fixtureDef.isSensor = true;
|
||||
fixtureDef.userData = Constants.COLLISION_IDENTIFIER_FOOTSENSOR;
|
||||
this.body.CreateFixture(fixtureDef);
|
||||
|
||||
this.body.SetActive(false);
|
||||
}
|
||||
|
||||
Doll.prototype.spawn = function (x, y) {
|
||||
this.body.SetPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
|
||||
this.body.SetActive(true);
|
||||
}
|
||||
|
||||
Doll.prototype.getBody = function () {
|
||||
return this.body;
|
||||
}
|
||||
|
||||
Doll.prototype.setFriction = function (friction) {
|
||||
if(!friction) friction = -1;
|
||||
|
||||
if (this.legs.GetFriction() != friction) {
|
||||
this.legs.SetFriction(friction);
|
||||
}
|
||||
}
|
||||
|
||||
Doll.prototype.move = function (direction, speed) {
|
||||
this.setFriction(Settings.PLAYER_MOTION_FRICTION);
|
||||
this.body.SetAwake(true);
|
||||
var vector = new Box2D.Common.Math.b2Vec2(speed * direction, this.body.GetLinearVelocity().y);
|
||||
this.body.SetLinearVelocity(vector);
|
||||
}
|
||||
|
||||
Doll.prototype.stop = function () {
|
||||
this.setFriction(Settings.PLAYER_FRICTION);
|
||||
}
|
||||
|
||||
Doll.prototype.jump = function () {
|
||||
this.body.SetAwake(true);
|
||||
|
||||
var vector = new Box2D.Common.Math.b2Vec2(0, -Settings.JUMP_SPEED);
|
||||
this.body.ApplyImpulse(vector, this.body.GetPosition());
|
||||
|
||||
// maybe change to a constant force instead of applying of force?
|
||||
// to prevent higher jumping running uphill, etc.
|
||||
}
|
||||
|
||||
Doll.prototype.jumping = function () {
|
||||
var vector = new Box2D.Common.Math.b2Vec2(0, -0.05);
|
||||
this.body.ApplyImpulse(vector, this.body.GetPosition());
|
||||
}
|
||||
|
||||
Doll.prototype.destroy = function() {
|
||||
this.body.GetWorld().DestroyBody(this.body);
|
||||
}
|
||||
|
||||
return Doll;
|
||||
});
|
||||
63
app/Game/Core/Physics/Engine.js
Executable file
63
app/Game/Core/Physics/Engine.js
Executable file
|
|
@ -0,0 +1,63 @@
|
|||
define(["Chuck/Settings", "Client/Dom", "Vendor/Box2D", "Chuck/Collision/Detector"], function(Settings, Dom, Box2D, CollisionDetector){
|
||||
|
||||
function Engine () {
|
||||
this.world;
|
||||
this.init();
|
||||
}
|
||||
|
||||
Engine.prototype.init = function() {
|
||||
this.world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY), Settings.BOX2D_ALLOW_SLEEP);
|
||||
|
||||
if(Settings.IS_BROWSER_ENVIRONMENT && Settings.DEBUG_MODE) {
|
||||
this.setupDebugDraw();
|
||||
}
|
||||
}
|
||||
|
||||
Engine.prototype.getWorld = function() {
|
||||
return this.world;
|
||||
}
|
||||
|
||||
Engine.prototype.setCollisionDetector = function(me) {
|
||||
|
||||
var detector = new CollisionDetector(me);
|
||||
this.world.SetContactListener(detector.getListener());
|
||||
}
|
||||
|
||||
Engine.prototype.setupDebugDraw = function() {
|
||||
//var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE;
|
||||
var debugSprite = Dom.getDebugCanvas().getContext("2d");
|
||||
|
||||
// set debug draw
|
||||
var debugDraw = new Box2D.Dynamics.b2DebugDraw();
|
||||
|
||||
debugDraw.SetSprite(debugSprite);
|
||||
debugDraw.SetDrawScale(Settings.RATIO);
|
||||
debugDraw.SetFillAlpha(0.5);
|
||||
debugDraw.SetLineThickness(1.0);
|
||||
|
||||
debugDraw.SetFlags(null
|
||||
| Box2D.Dynamics.b2DebugDraw.e_shapeBit
|
||||
| Box2D.Dynamics.b2DebugDraw.e_jointBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_coreShapeBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_aabbBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_obbBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_pairBit
|
||||
);
|
||||
|
||||
this.world.SetDebugDraw(debugDraw);
|
||||
this.world.SetWarmStarting(true);
|
||||
}
|
||||
|
||||
Engine.prototype.createBody = function(bodyDef) {
|
||||
return this.world.CreateBody(bodyDef);
|
||||
}
|
||||
|
||||
Engine.prototype.update = function() {
|
||||
this.world.Step(Settings.BOX2D_TIME_STEP, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
|
||||
this.world.ClearForces();
|
||||
this.world.DrawDebugData();
|
||||
}
|
||||
|
||||
return Engine;
|
||||
})
|
||||
188
app/Game/Core/Player.js
Normal file
188
app/Game/Core/Player.js
Normal file
|
|
@ -0,0 +1,188 @@
|
|||
define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
|
||||
|
||||
function Player (physicsEngine, id, repository) {
|
||||
this.physicsEngine = physicsEngine;
|
||||
this.id = id;
|
||||
this.repository = repository;
|
||||
this.standing = false;
|
||||
this.doll;
|
||||
this.mc;
|
||||
this.currentAnimationState = 'stand';
|
||||
this.lookDirection = 1;
|
||||
this.moveDirection = 0;
|
||||
|
||||
this.init(id);
|
||||
}
|
||||
|
||||
Player.prototype.init = function(id) {
|
||||
this.doll = new Doll(this.physicsEngine, id);
|
||||
//this.mc = EmbedHandler.load(EmbedHandler.CHUCK);
|
||||
//this.mc.stop();
|
||||
//var mclp = new MovieClipLabelParser();
|
||||
//mclp.parse(this.mc);
|
||||
}
|
||||
|
||||
Player.prototype.spawn = function(x, y) {
|
||||
//this.repository.createModel(this.mc, this.doll.getBody());
|
||||
this.doll.spawn(x, y);
|
||||
}
|
||||
|
||||
Player.prototype.getDoll = function() {
|
||||
return this.doll;
|
||||
}
|
||||
|
||||
Player.prototype.getBody = function() {
|
||||
return this.doll.getBody();
|
||||
}
|
||||
|
||||
Player.prototype.setStanding = function(isStanding) {
|
||||
var resetStates = ['jump', 'jumploop'];
|
||||
if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
|
||||
this.animate('stand');
|
||||
}
|
||||
this.standing = isStanding;
|
||||
}
|
||||
|
||||
Player.prototype.isStanding = function() {
|
||||
return this.standing;
|
||||
}
|
||||
|
||||
Player.prototype.move = function(direction) {
|
||||
this.moveDirection = direction;
|
||||
|
||||
switch(true) {
|
||||
case direction == this.lookDirection && this.isStanding():
|
||||
this.doll.move(direction, Settings.RUN_SPEED);
|
||||
break;
|
||||
|
||||
case !this.isStanding():
|
||||
this.doll.move(direction, Settings.FLY_SPEED);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.doll.move(direction, Settings.WALK_SPEED);
|
||||
break;
|
||||
}
|
||||
|
||||
if (this.isStanding()) {
|
||||
this.animate(this.calculateWalkAnimation());
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.stop = function() {
|
||||
this.moveDirection = 0;
|
||||
this.doll.stop();
|
||||
if (this.isWalking() || this.standing) {
|
||||
this.animate('stand');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.jump = function() {
|
||||
if (this.isStanding()) {
|
||||
this.doll.jump();
|
||||
this.animate('jump');
|
||||
this.setStanding(false);
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.jumping = function() {
|
||||
if (!this.isStanding()) {
|
||||
this.doll.jumping();
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.duck = function() {
|
||||
if (this.standing && !this.isWalking()) {
|
||||
this.animate('duck');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.standUp = function() {
|
||||
if (this.standing) {
|
||||
this.animate('standup');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.animate = function(type) {
|
||||
if (type == this.currentAnimationState) {
|
||||
return;
|
||||
}
|
||||
|
||||
//this.mc.gotoAndPlay(type);
|
||||
|
||||
this.currentAnimationState = type;
|
||||
}
|
||||
|
||||
Player.prototype.calculateWalkAnimation = function() {
|
||||
if (this.moveDirection == this.lookDirection) {
|
||||
return 'run';
|
||||
}
|
||||
return 'walkback';
|
||||
}
|
||||
|
||||
Player.prototype.look = function(x, y) {
|
||||
/*
|
||||
var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
|
||||
var lastLookDirection = this.lookDirection;
|
||||
|
||||
if (x < Settings.STAGE_WIDTH / 2) {
|
||||
this.mc.scaleX = -1;
|
||||
this.lookDirection = -1;
|
||||
degree = (-45 + degree / 2);
|
||||
this.mc.head.rotation = degree;
|
||||
} else if (x >= Settings.STAGE_WIDTH / 2) {
|
||||
this.mc.scaleX = 1;
|
||||
this.lookDirection = 1;
|
||||
degree = (45 + -degree / 2) - 90;
|
||||
this.mc.head.rotation = degree;
|
||||
}
|
||||
|
||||
if (this.lookDirection != lastLookDirection && this.isWalking()) {
|
||||
this.animate(this.calculateWalkAnimation());
|
||||
}*/
|
||||
}
|
||||
|
||||
Player.prototype.isWalking = function() {
|
||||
var states = ['walk', 'walkback', 'run'];
|
||||
|
||||
if (states.indexOf(this.currentAnimationState) >= 0) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// called by CollisionDetection
|
||||
Player.prototype.onFootSensorDetection = function(isColliding) {
|
||||
if(isColliding) {
|
||||
if(this.doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
|
||||
return;
|
||||
}
|
||||
this.setStanding(true);
|
||||
} else {
|
||||
// TODO This needs some more thought to it.
|
||||
// maybe take a look at collision groups for collision detection,
|
||||
// to group all tiles together
|
||||
|
||||
//this.setStanding(false);
|
||||
//this.animate('jumploop');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.update = function() {
|
||||
//this.mc.head.y = this.mc.head_posmask.y;
|
||||
|
||||
if (this.doll.getBody().GetLinearVelocity().x == 0 && this.isWalking()) {
|
||||
this.stop();
|
||||
}
|
||||
|
||||
if (!this.doll.getBody().IsAwake()) {
|
||||
this.setStanding(true);
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.destroy = function() {
|
||||
this.doll.destroy();
|
||||
}
|
||||
|
||||
return Player;
|
||||
});
|
||||
25
app/Game/Core/Protocol/Helper.js
Normal file
25
app/Game/Core/Protocol/Helper.js
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
define(["Protocol/Parser"], function(Parser) {
|
||||
|
||||
var Helper = {}
|
||||
|
||||
Helper.encodeCommand = function(command, options){
|
||||
return Parser.encode(Helper.assemble(command, options));
|
||||
}
|
||||
|
||||
Helper.assemble = function(command, options){
|
||||
var commands = {};
|
||||
commands[command] = options || null;
|
||||
return commands;
|
||||
}
|
||||
|
||||
Helper.runCommands = function(message, callback){
|
||||
var commands = Parser.decode(message);
|
||||
|
||||
for(var command in commands) {
|
||||
callback(command, commands[command]);
|
||||
}
|
||||
}
|
||||
|
||||
return Helper;
|
||||
|
||||
});
|
||||
14
app/Game/Core/Protocol/Parser.js
Normal file
14
app/Game/Core/Protocol/Parser.js
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
define(function() {
|
||||
|
||||
var Parser = {};
|
||||
|
||||
Parser.encode = function(message){
|
||||
return JSON.stringify(message);
|
||||
}
|
||||
|
||||
Parser.decode = function(message){
|
||||
return JSON.parse(message);
|
||||
}
|
||||
|
||||
return Parser;
|
||||
});
|
||||
58
app/Game/Server/Channel.js
Normal file
58
app/Game/Server/Channel.js
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
define(["Chuck/ServerGame"], function(ServerGame) {
|
||||
|
||||
function Channel(name) {
|
||||
this.name = name;
|
||||
this.users = {};
|
||||
this.serverGame = this.factory.new(ServerGame, this);
|
||||
console.log("server game " + this.serverGame);
|
||||
this.serverGame.loadLevel("default.json");
|
||||
|
||||
var self = this;
|
||||
this.notificationCenter.on("processGameCommandFromUser", function(topic, args) {
|
||||
self.processGameCommandFromUser.apply(self, args);
|
||||
});
|
||||
}
|
||||
|
||||
Channel.validateName = function(name){
|
||||
return true;
|
||||
}
|
||||
|
||||
Channel.prototype.addUser = function(user){
|
||||
var userIds = Object.keys(this.users);
|
||||
|
||||
this.users[user.id] = user;
|
||||
|
||||
user.sendCommand('joinSuccess', {channelName: this.name, id: user.id, userIds: userIds});
|
||||
this.sendCommandToAllUsersExcept('userJoined', user.id, user);
|
||||
|
||||
this.serverGame.createPlayerForUser(user)
|
||||
}
|
||||
|
||||
Channel.prototype.releaseUser = function(user) {
|
||||
this.serverGame.userIdLeft(user.id);
|
||||
|
||||
this.sendCommandToAllUsersExcept("userLeft", user.id, user);
|
||||
delete this.users[user.id];
|
||||
}
|
||||
|
||||
Channel.prototype.sendCommandToAllUsers = function(command, options) {
|
||||
for(var id in this.users) {
|
||||
this.users[id].sendCommand(command, options);
|
||||
}
|
||||
}
|
||||
|
||||
Channel.prototype.sendCommandToAllUsersExcept = function(command, options, except_user) {
|
||||
for(var id in this.users) {
|
||||
if (id != except_user.id) {
|
||||
this.users[id].sendCommand(command, options);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Channel.prototype.processGameCommandFromUser = function(command, options, user) {
|
||||
this.serverGame.progressGameCommandFromUser(command, options, user);
|
||||
}
|
||||
|
||||
return Channel;
|
||||
|
||||
});
|
||||
0
app/Game/Server/Collision/Detector.js
Normal file
0
app/Game/Server/Collision/Detector.js
Normal file
106
app/Game/Server/GameController.js
Executable file
106
app/Game/Server/GameController.js
Executable file
|
|
@ -0,0 +1,106 @@
|
|||
var requires = [
|
||||
"Chuck/Physics/Engine",
|
||||
"Chuck/Settings",
|
||||
"Chuck/Player",
|
||||
"Vendor/Box2D",
|
||||
"Chuck/Loader/Level",
|
||||
"Chuck/Control/InputController",
|
||||
"RequestAnimationFrame"
|
||||
];
|
||||
|
||||
define(requires, function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, requestAnimFrame){
|
||||
|
||||
function ServerProcessor (serverGame) {
|
||||
this.serverGame = serverGame;
|
||||
this.players = {};
|
||||
this.init();
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.init = function() {
|
||||
this.physicsEngine = this.factory.new(PhysicsEngine);
|
||||
|
||||
this.update();
|
||||
this.updateWorld();
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.loadLevel = function(path) {
|
||||
if (this.level) {
|
||||
this.level.unload();
|
||||
}
|
||||
|
||||
this.level = new Level(path, this.physicsEngine);
|
||||
this.level.loadLevelInToEngine();
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.getPhysicsEngine = function() {
|
||||
return this.physicsEngine;
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.update = function() {
|
||||
|
||||
requestAnimFrame(this.update.bind(this));
|
||||
|
||||
this.physicsEngine.update();
|
||||
for(var id in this.players) {
|
||||
this.players[id].player.update();
|
||||
}
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.destruct = function() {
|
||||
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.createPlayerWithId = function(id) {
|
||||
var player = new Player(this.physicsEngine, id, null);
|
||||
this.players[id] = {
|
||||
player: player,
|
||||
inputController: new InputController(player)
|
||||
};
|
||||
|
||||
player.spawn(100, 0);
|
||||
this.physicsEngine.setCollisionDetector(player);
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.progressGameCommandFromId = function(command, options, id) {
|
||||
var inputController = this.players[id].inputController;
|
||||
if (typeof inputController[command] == 'function') {
|
||||
inputController[command](options);
|
||||
}
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.userIdLeft = function(id) {
|
||||
var player = this.players[id].player;
|
||||
player.destroy();
|
||||
delete this.players[id];
|
||||
}
|
||||
|
||||
ServerProcessor.prototype.updateWorld = function() {
|
||||
|
||||
var update = {};
|
||||
var isUpdateNeeded = false;
|
||||
|
||||
var body = this.physicsEngine.world.GetBodyList();
|
||||
do {
|
||||
var userData = body.GetUserData();
|
||||
|
||||
if(userData && body.IsAwake()){
|
||||
update[userData] = {
|
||||
p: body.GetPosition(),
|
||||
a: body.GetAngle(),
|
||||
lv: body.GetLinearVelocity(),
|
||||
av: body.GetAngularVelocity()
|
||||
};
|
||||
isUpdateNeeded = true;
|
||||
}
|
||||
} while (body = body.GetNext());
|
||||
|
||||
if(isUpdateNeeded) {
|
||||
//this.serverGame.updateClientsWorld(update);
|
||||
this.notificationCenter.trigger("sendCommandToAllUsers", ['gameCommand', {worldUpdate:update}]);
|
||||
}
|
||||
|
||||
setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
|
||||
}
|
||||
|
||||
return ServerProcessor;
|
||||
});
|
||||
53
app/Game/Server/NotificationCenter.js
Normal file
53
app/Game/Server/NotificationCenter.js
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
define(function() {
|
||||
|
||||
function NotificationCenter() {
|
||||
this.topics = {};
|
||||
this.subUid = -1;
|
||||
}
|
||||
|
||||
NotificationCenter.prototype.trigger = function(topic, args) {
|
||||
if (!this.topics[topic]) {
|
||||
throw "No such topic " + topic + ". Could not trigger.";
|
||||
}
|
||||
|
||||
var subscribers = this.topics[topic];
|
||||
var len = subscribers ? subscribers.length : 0;
|
||||
|
||||
while (len--) {
|
||||
subscribers[len].func(topic, args);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
NotificationCenter.prototype.on = function(topic, func) {
|
||||
if (!this.topics[topic]) {
|
||||
this.topics[topic] = [];
|
||||
}
|
||||
|
||||
var token = ( ++this.subUid ).toString();
|
||||
this.topics[topic].push({
|
||||
token: token,
|
||||
func: func
|
||||
});
|
||||
|
||||
return token;
|
||||
}
|
||||
|
||||
NotificationCenter.prototype.off = function(token) {
|
||||
|
||||
for(var m in this.topics) {
|
||||
if (this.topics[m]) {
|
||||
for(var i = 0, j = this.topics[m].length; i < j; i++) {
|
||||
if (this.topics[m][i].token === token) {
|
||||
this.topics[m].splice(i, 1);
|
||||
return token;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
return NotificationCenter;
|
||||
});
|
||||
89
app/Game/Server/User.js
Normal file
89
app/Game/Server/User.js
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
define(["Protocol/Helper"], function(ProtocolHelper) {
|
||||
|
||||
function User(socketLink, coordinator) {
|
||||
|
||||
this.id = socketLink.id;
|
||||
this.socketLink = socketLink;
|
||||
this.coordinator = coordinator;
|
||||
this.channel = null;
|
||||
|
||||
this.init(socketLink);
|
||||
}
|
||||
|
||||
User.prototype.init = function(socketLink){
|
||||
|
||||
var self = this;
|
||||
|
||||
socketLink.on('message', function(message){
|
||||
self.onMessage(message);
|
||||
});
|
||||
|
||||
socketLink.on('disconnect', function(){
|
||||
self.onDisconnect();
|
||||
});
|
||||
}
|
||||
|
||||
User.prototype.setChannel = function(channel) {
|
||||
if (this.notificationCenter) {
|
||||
this.notificationCenter.off("updateClientsWorld");
|
||||
}
|
||||
|
||||
this.channel = channel;
|
||||
|
||||
// Use the right factory and nc
|
||||
this.notificationCenter = this.channel.notificationCenter;
|
||||
this.factory = this.channel.factory;
|
||||
|
||||
var self = this;
|
||||
this.notificationCenter.on("sendCommandToAllUsers", function(topic, args) {
|
||||
self.sendCommand.apply(self, args);
|
||||
});
|
||||
}
|
||||
|
||||
User.prototype.sendCommand = function(command, options) {
|
||||
|
||||
var message = ProtocolHelper.encodeCommand(command, options);
|
||||
this.socketLink.send(message);
|
||||
}
|
||||
|
||||
User.prototype.onMessage = function(message){
|
||||
var self = this;
|
||||
ProtocolHelper.runCommands(message, function(command, options){
|
||||
self.processControlCommand(command, options);
|
||||
});
|
||||
}
|
||||
|
||||
User.prototype.onDisconnect = function(){
|
||||
this.coordinator.removeUser(this);
|
||||
}
|
||||
|
||||
User.prototype.processControlCommand = function(command, options){
|
||||
switch(command) {
|
||||
|
||||
case 'join':
|
||||
this.coordinator.assignUserToChannel(this, options);
|
||||
break;
|
||||
|
||||
case 'leave':
|
||||
this.coordinator.assignUserToLobby(this);
|
||||
break;
|
||||
|
||||
case 'gameCommand':
|
||||
for(var gameCommand in options) {
|
||||
this.notificationCenter.trigger("processGameCommandFromUser", [gameCommand, options[gameCommand], this]);
|
||||
//this.channel.processGameCommandFromUser(gameCommand, options[gameCommand], this);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
User.prototype.toString = function() {
|
||||
return "[User " + this.id + "]";
|
||||
};
|
||||
|
||||
return User;
|
||||
|
||||
});
|
||||
Loading…
Add table
Add a link
Reference in a new issue