mirror of
https://github.com/logsol/chuck.js.git
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work on GameController
This commit is contained in:
commit
c27f4e1e95
8 changed files with 79 additions and 54 deletions
26
app.js
Executable file
26
app.js
Executable file
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@ -0,0 +1,26 @@
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var requirejs = require('requirejs');
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var inspector = {};
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requirejs.config({
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nodeRequire: require,
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baseUrl: 'lib'
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});
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var port = process.argv[2]
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|| process.env.PORT
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|| process.env.npm_package_config_port;
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var options = {
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port: port,
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rootDirectory: './',
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caching: false,
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logLevel: process.argv[3] || 0
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};
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requirejs(["Bootstrap/Server"], function(Server) {
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var server = new Server(options);
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inspector.server = server;
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});
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exports = module.exports = inspector;
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7
app/Bootstrap/HttpServer.js
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7
app/Bootstrap/HttpServer.js
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@ -1,4 +1,9 @@
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define(['http', 'node-static'], function(http, nodeStatic) {
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define([
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'http',
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'node-static'
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],
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function(http, nodeStatic) {
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function HttpServer(options) {
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options.port = options.port || 1234;
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16
app/Bootstrap/Server.js
Executable file
16
app/Bootstrap/Server.js
Executable file
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@ -0,0 +1,16 @@
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define([
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"Server/HttpServer",
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"Server/Socket",
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"Server/Coordinator"
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],
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function(HttpServer, Socket, Coordinator) {
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function Server(options) {
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this.coordinator = new Coordinator();
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this.httpServer = new HttpServer(options);
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this.socket = new Socket(httpServer.getServer(), options, coordinator);
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}
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return Server;
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});
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6
app/Bootstrap/Socket.js
Normal file → Executable file
6
app/Bootstrap/Socket.js
Normal file → Executable file
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@ -1,4 +1,8 @@
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define(['socket.io'], function(io) {
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define([
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'socket.io'
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],
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function(io) {
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function Socket(server, options, coordinator) {
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options.logLevel = typeof options.logLevel != 'undefined'
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@ -1,36 +0,0 @@
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var requirejs = require('requirejs');
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var inspector = {};
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requirejs.config({
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nodeRequire: require,
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baseUrl: 'lib'
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});
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var requirements = [
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"Server/HttpServer",
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"Server/Socket",
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"Server/Coordinator"
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];
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var port = process.argv[2]
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|| process.env.PORT
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|| process.env.npm_package_config_port;
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requirejs(requirements, function(HttpServer, Socket, Coordinator) {
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var options = {
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port: port,
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rootDirectory: './',
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caching: false,
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logLevel: process.argv[3]
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};
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var coordinator = new Coordinator();
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var httpServer = new HttpServer(options);
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var socket = new Socket(httpServer.getServer(), options, coordinator);
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inspector.coordinator = coordinator;
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});
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exports = module.exports = inspector;
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@ -10,20 +10,20 @@ define([
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function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, requestAnimFrame) {
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function ServerProcessor (serverGame) {
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this.serverGame = serverGame;
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function GameController (channel) {
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this.channel = channel;
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this.players = {};
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this.init();
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}
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ServerProcessor.prototype.init = function() {
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GameController.prototype.init = function() {
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this.physicsEngine = this.factory.new(PhysicsEngine);
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this.update();
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this.updateWorld();
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}
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ServerProcessor.prototype.loadLevel = function(path) {
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GameController.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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@ -32,11 +32,11 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
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this.level.loadLevelInToEngine();
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}
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ServerProcessor.prototype.getPhysicsEngine = function() {
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GameController.prototype.getPhysicsEngine = function() {
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return this.physicsEngine;
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}
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ServerProcessor.prototype.update = function() {
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GameController.prototype.update = function() {
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requestAnimFrame(this.update.bind(this));
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@ -46,11 +46,13 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
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}
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}
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ServerProcessor.prototype.destruct = function() {
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GameController.prototype.destruct = function() {
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}
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ServerProcessor.prototype.createPlayerWithId = function(id) {
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GameController.prototype.createPlayerForUser = function(user) {
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var id = user.id;
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var player = new Player(this.physicsEngine, id, null);
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this.players[id] = {
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player: player,
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@ -61,20 +63,24 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
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this.physicsEngine.setCollisionDetector(player);
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}
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ServerProcessor.prototype.progressGameCommandFromId = function(command, options, id) {
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GameController.prototype.progressGameCommandFromId = function(command, options, id) {
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var inputController = this.players[id].inputController;
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if (typeof inputController[command] == 'function') {
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inputController[command](options);
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}
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}
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ServerProcessor.prototype.userIdLeft = function(id) {
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GameController.prototype.userIdLeft = function(id) {
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var player = this.players[id].player;
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player.destroy();
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delete this.players[id];
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}
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ServerProcessor.prototype.updateWorld = function() {
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GameController.prototype.updateClientsWorld = function(update_world) {
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this.channel.sendCommandToAllUsers('gameCommand', {worldUpdate: update_world});
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}
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GameController.prototype.updateWorld = function() {
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var update = {};
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var isUpdateNeeded = false;
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@ -102,5 +108,5 @@ function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, request
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setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
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}
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return ServerProcessor;
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return GameController;
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});
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2
app/Game/Server/User.js
Normal file → Executable file
2
app/Game/Server/User.js
Normal file → Executable file
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@ -1,4 +1,4 @@
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define(["Protocol/Helper"], function(ProtocolHelper) {
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define(["Game/Core/Protocol/Helper"], function(ProtocolHelper) {
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function User(socketLink, coordinator) {
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10
app/Lobby/Coordinator.js
Normal file → Executable file
10
app/Lobby/Coordinator.js
Normal file → Executable file
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@ -1,4 +1,9 @@
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define(["Server/User", "Server/Channel", "Server/Factory"], function(User, Channel, Factory) {
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define([
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"Game/Server/User",
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"Game/Server/Channel"
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],
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function(User, Channel) {
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function Coordinator() {
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this.channels = {};
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@ -30,8 +35,7 @@ define(["Server/User", "Server/Channel", "Server/Factory"], function(User, Chann
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var channel = this.channels[channelName];
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if(!channel) {
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var factory = new Factory();
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channel = factory.new(Channel, channelName);
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channel = new Channel(channelName);
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this.channels[channelName] = channel;
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}
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