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refactoring
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parent
39af52dd14
commit
c256f8a729
8 changed files with 87 additions and 160 deletions
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@ -50,37 +50,30 @@ function (Parent, PhysicsEngine, ViewController, KeyboardController, Notificatio
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GameController.prototype.userJoined = function (user) {
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var player = Parent.prototype.userJoined.call(this, user);
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player.spawn(50, 50);
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//player.spawn(50, 50);
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return player;
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}
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/*
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GameController.prototype.userLeft = function (user) {
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Parent.prototype.userLeft.call(user);
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GameController.prototype.onWorldUpdate = function (updateData) {
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var body = this.physicsEngine.world.GetBodyList();
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do {
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var bodyName = body.GetUserData();
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if(bodyName && updateData[bodyName]) {
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var update = updateData[bodyName];
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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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GameController.prototype.processGameCommand = function (command, options) {
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GameController.prototype.onPlayerSpawn = function(user) {
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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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};
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return GameController;
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});
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@ -10,32 +10,29 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
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function Networker (socketLink) {
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this.socketLink = socketLink;
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this.gameController = null;
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this.users = {};
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this.init();
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}
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Networker.prototype.init = function () {
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this.socketLink.on('connect', this.onConnect.bind(this));
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this.socketLink.on('disconnect', this.onDisconnect.bind(this));
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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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ProtocolHelper.applyCommand(message, self);
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});
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NotificationCenter.on("sendGameCommand", this.sendGameCommand, this);
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}
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// Socket callbacks
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Networker.prototype.onConnect = function () {
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console.log('connected.')
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this.join('dungeon');
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this.sendCommand('join', 'dungeon');
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}
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Networker.prototype.onDisconnect = function () {
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@ -45,30 +42,24 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
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document.body.style.backgroundColor = '#aaaaaa';
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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.onJoinSuccess = function (options) {
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this.gameController = new GameController();
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this.gameController.loadLevel("default.json");
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var user = new User(options.userId);
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this.gameController.meJoined(user);
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console.log("Joined ", options);
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console.log("Joined Success", options);
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// -> replace with decent command
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if (options.others && options.others.length > 0) {
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if (options.others) {
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for(var i = 0; i < options.others.length; i++) {
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var user = {id: options.others[i]};
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this.gameController.userJoined(user);
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this.users[userId] = new User(options.others[i]);
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}
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}
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}
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// Sending commands
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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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@ -79,53 +70,18 @@ function (ProtocolHelper, GameController, User, NotificationCenter) {
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this.sendCommand('gameCommand', message);
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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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// Commands from server
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Networker.prototype.onUserJoined = function (userId) {
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// -> replace with game command
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var user = {id: userId};
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this.gameController.userJoined(user);
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console.log("User " + userId + " joined");
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this.users[userId] = new User(userId);
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}
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Networker.prototype.onUserLeft = function (userId) {
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// -> replace with game command
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var user = {id: userId};
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this.gameController.userLeft(user);
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console.log("User " + userId + " left");
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delete this.users[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;
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case 'gameCommand':
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for(var gameCommand in options) {
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this.gameController.processGameCommand(gameCommand, options[gameCommand]);
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}
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break;
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case 'userJoined':
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this.onUserJoined(options);
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break;
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case 'userLeft':
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this.onUserLeft(options);
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break;
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default:
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break;
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}
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Networker.prototype.onGameCommand = function(message) {
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ProtocolHelper.applyCommand(message, this.gameController);
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}
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return Networker;
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