define([ "Game/Core/GameController", "Game/Server/Physics/Engine", "Game/Config/Settings", "Game/Server/Control/PlayerController", "Lib/Utilities/RequestAnimFrame", "Lib/Utilities/NotificationCenter", "Game/Server/Player", "Game/Server/GameObjects/GameObject", "Game/Server/GameObjects/Doll" ], function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, NotificationCenter, Player, GameObject, Doll) { function GameController (channel) { this.channel = channel; Parent.call(this); NotificationCenter.on('user/joined', this.userJoined, this); NotificationCenter.on('user/left', this.userLeft, this); // FIXME: refactor this.userLeft -> this.onUserLeft, even in core and client NotificationCenter.on('user/resetLevel', this.onResetLevel, this); NotificationCenter.on('player/killed', this.spawnPlayer, this); NotificationCenter.on('game/level/loaded', this.onLevelLoaded, this); console.checkpoint('starting game controller for channel ' + channel.name); var nextUid = this.getNextLevelUid(); this.loadLevel(nextUid); } GameController.prototype = Object.create(Parent.prototype); GameController.prototype.update = function () { requestAnimFrame(this.update.bind(this)); this.physicsEngine.update(); for(var id in this.players) { this.players[id].update(); } } GameController.prototype.onLevelLoaded = function() { this.updateWorld(); }; GameController.prototype.userJoined = function (user) { Parent.prototype.userJoined.call(this, user); var player = this.players[user.id]; user.setPlayer(player); this.spawnPlayer(player); } GameController.prototype.spawnPlayer = function(player) { var x = 150 + Math.random() * 300, y = 50; player.spawn(x, y); this.gameObjects.animated.push(player.getDoll()); var message = { spawnPlayer: { id: player.id, x: x, y: y } }; NotificationCenter.trigger("sendControlCommandToAllUsers", "gameCommand", message); }; GameController.prototype.createPlayer = function(user) { var player = new Player(user.id, this.physicsEngine); player.setPlayerController(new PlayerController(player)) return player; }; GameController.prototype.updateWorld = function () { var update = this.getWorldUpdateObject(false); if(Object.getOwnPropertyNames(update).length > 0) { NotificationCenter.trigger("sendControlCommandToAllUsers", 'gameCommand', {worldUpdate:update}); } setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL); } GameController.prototype.getWorldUpdateObject = function(getSleeping) { getSleeping = getSleeping || false; var update = {}; var body = this.physicsEngine.world.GetBodyList(); do { if(getSleeping || body.IsAwake()) { var userData = body.GetUserData(); if (userData instanceof GameObject) { var gameObject = userData; update[gameObject.uid] = { p: body.GetPosition(), a: body.GetAngle(), lv: body.GetLinearVelocity(), av: body.GetAngularVelocity() }; if(gameObject instanceof Doll) { update[gameObject.uid].as = gameObject.getActionState(); update[gameObject.uid].laxy = gameObject.lookAtXY; } } } } while (body = body.GetNext()); return update; }; GameController.prototype.getSpawnedPlayersAndTheirPositions = function() { var spawnedPlayers = []; for(id in this.players) { var player = this.players[id]; if(player.isSpawned) { spawnedPlayers.push({ id: id, x: player.getPosition().x * Settings.RATIO, y: player.getPosition().y * Settings.RATIO }); } } return spawnedPlayers; }; GameController.prototype.onResetLevel = function(userId) { Parent.prototype.onResetLevel.call(this); NotificationCenter.trigger("sendControlCommandToAllUsers", "gameCommand", {resetLevel:true}); for (var key in this.players) { this.spawnPlayer(this.players[key]); } }; GameController.prototype.getNextLevelUid = function() { if(!this.level) return this.channel.options.levelUids[0]; var levelCount = this.channel.options.levelUids.length; for (var i = 0; i < levelCount; i++) { var uid = this.channel.options.levelUids[i]; if(uid == this.level.uid) { break; } }; var next = i + 1; return this.channel.options.levelUids[next % levelCount]; }; return GameController; });