work on GameController

This commit is contained in:
Jeena Paradies 2012-07-22 01:00:26 +02:00
commit c27f4e1e95
8 changed files with 79 additions and 54 deletions

7
app/Bootstrap/HttpServer.js Normal file → Executable file
View file

@ -1,4 +1,9 @@
define(['http', 'node-static'], function(http, nodeStatic) {
define([
'http',
'node-static'
],
function(http, nodeStatic) {
function HttpServer(options) {
options.port = options.port || 1234;

16
app/Bootstrap/Server.js Executable file
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@ -0,0 +1,16 @@
define([
"Server/HttpServer",
"Server/Socket",
"Server/Coordinator"
],
function(HttpServer, Socket, Coordinator) {
function Server(options) {
this.coordinator = new Coordinator();
this.httpServer = new HttpServer(options);
this.socket = new Socket(httpServer.getServer(), options, coordinator);
}
return Server;
});

6
app/Bootstrap/Socket.js Normal file → Executable file
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@ -1,4 +1,8 @@
define(['socket.io'], function(io) {
define([
'socket.io'
],
function(io) {
function Socket(server, options, coordinator) {
options.logLevel = typeof options.logLevel != 'undefined'

View file

@ -1,36 +0,0 @@
var requirejs = require('requirejs');
var inspector = {};
requirejs.config({
nodeRequire: require,
baseUrl: 'lib'
});
var requirements = [
"Server/HttpServer",
"Server/Socket",
"Server/Coordinator"
];
var port = process.argv[2]
|| process.env.PORT
|| process.env.npm_package_config_port;
requirejs(requirements, function(HttpServer, Socket, Coordinator) {
var options = {
port: port,
rootDirectory: './',
caching: false,
logLevel: process.argv[3]
};
var coordinator = new Coordinator();
var httpServer = new HttpServer(options);
var socket = new Socket(httpServer.getServer(), options, coordinator);
inspector.coordinator = coordinator;
});
exports = module.exports = inspector;

View file

@ -10,20 +10,20 @@ define([
function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, requestAnimFrame) {
function ServerProcessor (serverGame) {
this.serverGame = serverGame;
function GameController (channel) {
this.channel = channel;
this.players = {};
this.init();
}
ServerProcessor.prototype.init = function() {
GameController.prototype.init = function() {
this.physicsEngine = this.factory.new(PhysicsEngine);
this.update();
this.updateWorld();
}
ServerProcessor.prototype.loadLevel = function(path) {
GameController.prototype.loadLevel = function(path) {
if (this.level) {
this.level.unload();
}
@ -32,11 +32,11 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
this.level.loadLevelInToEngine();
}
ServerProcessor.prototype.getPhysicsEngine = function() {
GameController.prototype.getPhysicsEngine = function() {
return this.physicsEngine;
}
ServerProcessor.prototype.update = function() {
GameController.prototype.update = function() {
requestAnimFrame(this.update.bind(this));
@ -46,11 +46,13 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
}
}
ServerProcessor.prototype.destruct = function() {
GameController.prototype.destruct = function() {
}
ServerProcessor.prototype.createPlayerWithId = function(id) {
GameController.prototype.createPlayerForUser = function(user) {
var id = user.id;
var player = new Player(this.physicsEngine, id, null);
this.players[id] = {
player: player,
@ -61,20 +63,24 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
this.physicsEngine.setCollisionDetector(player);
}
ServerProcessor.prototype.progressGameCommandFromId = function(command, options, id) {
GameController.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) {
GameController.prototype.userIdLeft = function(id) {
var player = this.players[id].player;
player.destroy();
delete this.players[id];
}
ServerProcessor.prototype.updateWorld = function() {
GameController.prototype.updateClientsWorld = function(update_world) {
this.channel.sendCommandToAllUsers('gameCommand', {worldUpdate: update_world});
}
GameController.prototype.updateWorld = function() {
var update = {};
var isUpdateNeeded = false;
@ -102,5 +108,5 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
}
return ServerProcessor;
return GameController;
});

2
app/Game/Server/User.js Normal file → Executable file
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@ -1,4 +1,4 @@
define(["Protocol/Helper"], function(ProtocolHelper) {
define(["Game/Core/Protocol/Helper"], function(ProtocolHelper) {
function User(socketLink, coordinator) {

10
app/Lobby/Coordinator.js Normal file → Executable file
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@ -1,4 +1,9 @@
define(["Server/User", "Server/Channel", "Server/Factory"], function(User, Channel, Factory) {
define([
"Game/Server/User",
"Game/Server/Channel"
],
function(User, Channel) {
function Coordinator() {
this.channels = {};
@ -30,8 +35,7 @@ define(["Server/User", "Server/Channel", "Server/Factory"], function(User, Chann
var channel = this.channels[channelName];
if(!channel) {
var factory = new Factory();
channel = factory.new(Channel, channelName);
channel = new Channel(channelName);
this.channels[channelName] = channel;
}