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some more renaming
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34 changed files with 0 additions and 0 deletions
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@ -1,102 +0,0 @@
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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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