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first attempt of implmenting asm style box2d engine
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12 changed files with 12255 additions and 10876 deletions
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@ -57,13 +57,13 @@ function(Parent, Nc, Parser, Settings) {
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this.player.doll.updatePositionState(update);
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} else {
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// HARD UPDATE FOR SELF
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console.log(this.player.user.options.nickname + ' is cheating.')
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console.log(this.player.user.options.nickname + ' is cheating. difference:', difference);
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var body = this.player.doll.body;
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var options = {
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p: body.GetPosition(),
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lv: body.GetLinearVelocity()
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p: body.GetPosition().Copy(),
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lv: body.GetLinearVelocity().Copy()
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};
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Nc.trigger(Nc.ns.channel.to.client.user.gameCommand.send + this.player.id, 'positionStateReset', options);
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@ -50,7 +50,9 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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}
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GameController.prototype.onLevelLoaded = function() {
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console.log("onLevelLoaded updateWorld pre")
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this.updateWorld();
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console.log("onLevelLoaded updateWorld post")
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};
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GameController.prototype.onUserJoined = function (user) {
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@ -115,20 +117,22 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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getSleeping = getSleeping || false;
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var update = {};
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var body = this.physicsEngine.world.GetBodyList();
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do {
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if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) {
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var userData = body.GetUserData();
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if (userData instanceof GameObject) {
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var gameObject = userData;
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update[gameObject.uid] = {
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p: body.GetPosition(),
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p: body.GetPosition().Copy(),
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a: body.GetAngle(),
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lv: body.GetLinearVelocity(),
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av: body.GetAngularVelocity()
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lv: body.GetLinearVelocity().Copy(),
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av: body.GetAngularVelocity().Copy()
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};
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if(gameObject instanceof Doll) {
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@ -138,6 +142,12 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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}
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}
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if(Settings.USE_ASM) {
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if(body.GetNext() == body) {
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break;
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}
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}
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} while (body = body.GetNext());
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return update;
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