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https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
Added spawning gameCommand logic
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parent
371592f167
commit
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8 changed files with 84 additions and 59 deletions
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@ -38,10 +38,10 @@
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Channel.prototype.onAddUser = function (userId) {
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var user = new User(userId, this);
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var others = Object.keys(this.users);
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var othersJoined = Object.keys(this.users);
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this.users[user.id] = user;
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NotificationCenter.trigger('user/' + user.id + "/joinSuccess", {userId: user.id, channelName: this.name, others: others});
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NotificationCenter.trigger('user/' + user.id + "/joinSuccess", {userId: user.id, channelName: this.name, others: othersJoined});
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NotificationCenter.trigger('user/joined', user);
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}
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@ -4,15 +4,15 @@ define([
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"Game/Config/Settings",
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"Game/Server/Control/InputController",
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"Lib/Utilities/RequestAnimFrame",
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"Game/Core/NotificationCenter"
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"Game/Core/NotificationCenter",
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"Game/Server/Player"
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],
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function (Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, NotificationCenter) {
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function (Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, NotificationCenter, Player) {
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function GameController (channel) {
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Parent.call(this, new PhysicsEngine());
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this.inputControllers = {};
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this.channel = channel;
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this.update();
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@ -38,26 +38,31 @@ function (Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, No
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GameController.prototype.userJoined = function (user) {
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Parent.prototype.userJoined.call(this, user);
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var id = user.id;
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var player = this.players[id];
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var player = this.players[user.id];
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user.setPlayer(player);
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player.spawn(50, 50);
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this.inputControllers[id] = new InputController(player);
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player.inputController = this.inputControllers[id]; // FIXME move this to Server/Player
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this.spawnPlayer(player);
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}
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GameController.prototype.userLeft = function (user) {
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Parent.prototype.userLeft.call(this, user);
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delete this.inputControllers[user.id];
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}
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GameController.prototype.spawnPlayer = function(player) {
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var x = 150,
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y = 50;
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player.spawn(x, y);
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GameController.prototype.progressGameCommandFromUser = function (command, options, user) {
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var inputController = this.inputControllers[user.id];
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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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var message = {
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spawnPlayer: {
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id: player.id,
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x: x,
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y: y
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}
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};
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NotificationCenter.trigger("sendControlCommandToAllUsers", "gameCommand", message);
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};
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GameController.prototype.createPlayer = function(user) {
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var player = new Player(user.id, this.physicsEngine);
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player.setInputController(new InputController(player))
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return player;
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};
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GameController.prototype.updateWorld = function () {
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21
app/Game/Server/Player.js
Normal file
21
app/Game/Server/Player.js
Normal file
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@ -0,0 +1,21 @@
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define([
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"Game/Core/Player"
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],
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function(Parent) {
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function Player(id, physicsEngine) {
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Parent.call(this, id, physicsEngine);
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this.inputController = null;
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}
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Player.prototype = Object.create(Parent.prototype);
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Player.prototype.setInputController = function(inputController) {
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this.inputController = inputController;
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}
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return Player;
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});
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@ -13,7 +13,7 @@ function(Parent, NotificationCenter, ProtocolHelper) {
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this.player = null;
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var self = this;
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NotificationCenter.on('user/joined', function(user) {
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NotificationCenter.on('user/joined', function(user) { // FIXME: use sendToAllUsersExcept instead
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if(user.id != self.id) {
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self.sendControlCommand("userJoined", user.id);
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}
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@ -23,7 +23,7 @@ function(Parent, NotificationCenter, ProtocolHelper) {
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self.sendControlCommand("joinSuccess", options);
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});
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NotificationCenter.on('user/' + this.id + "/controlCommand", function(message) { // FIXME: right now only game commands?
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NotificationCenter.on('user/' + this.id + "/controlCommand", function(message) {
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ProtocolHelper.applyCommand(message.data, self);
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});
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}
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