define([ "Game/Client/View/ViewController", "Game/Core/Physics/Engine", "Game/Core/Player", "Game/Client/Control/KeyboardController", "Game/Config/Settings", "Game/Core/Loader/Level", "Lib/Vendor/Box2D", "Lib/Utilities/RequestAnimFrame" ], function(ViewController, PhysicsEngine, Player, KeyboardController, Settings, Level, Box2D, requestAnimFrame) { function GameController (clientGame) { this.clientGame = clientGame; this.init(); }; GameController.prototype.init = function() { this.viewController = new ViewController(); this.physicsEngine = new PhysicsEngine(); this.update(); } GameController.prototype.loadLevel = function(path) { if (this.level) { this.level.unload(); } this.level = new Level(path, this.physicsEngine); this.level.loadLevelInToEngine(); } GameController.prototype.getPhysicsEngine = function() { return this.physicsEngine; } GameController.prototype.getMe = function() { return this.me; } GameController.prototype.update = function() { requestAnimFrame(this.update.bind(this)); this.physicsEngine.update(); this.viewController.update(); if(this.me) { this.KeyboardController.update(); this.me.update(); } } GameController.prototype.destruct = function() { } GameController.prototype.spawnNewPlayerWithId = function(id) { var player = new Player(this.physicsEngine, id, null); player.spawn(100, 0); this.physicsEngine.setCollisionDetector(player); return player; } GameController.prototype.spawnMeWithId = function(id) { this.me = this.spawnNewPlayerWithId(id); this.KeyboardController = new KeyboardController(this.me, this); } GameController.prototype.sendGameCommand = function(command, options) { this.clientGame.sendGameCommand(command, options); } GameController.prototype.processGameCommand = function(command, options) { if (command == "worldUpdate") { var body = this.physicsEngine.world.GetBodyList(); do { var userData = body.GetUserData(); if(userData && options[userData]) { var update = options[userData]; //console.log('position difference:', (body.GetPosition().y - update.p.y) * 30, body.GetLinearVelocity().y); body.SetAwake(true); body.SetPosition(update.p); body.SetAngle(update.a); body.SetLinearVelocity(update.lv); body.SetAngularVelocity(update.av); } } while (body = body.GetNext()); } } return GameController; });