define([ "Game/Core/GameController", "Game/Channel/Physics/Engine", "Game/Config/Settings", "Lib/Utilities/RequestAnimFrame", "Lib/Utilities/NotificationCenter", "Lib/Vendor/Box2D", "Game/Channel/Player", "Game/Channel/GameObjects/GameObject", "Game/Channel/GameObjects/Doll", "Game/Channel/GameObjects/Items/RubeDoll" ], function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player, GameObject, Doll, RubeDoll) { "use strict"; function GameController (options) { this.animationTimeout = null; this.worldUpdateTimeout = null; this.spawnTimeouts = []; this.roundHasEnded = false; Parent.call(this, options); this.ncTokens = this.ncTokens.concat([ nc.on(nc.ns.channel.events.user.joined, this.onUserJoined, this), nc.on(nc.ns.channel.events.user.left, this.onUserLeft, this), nc.on(nc.ns.channel.events.user.level.reset, this.onResetLevel, this), nc.on(nc.ns.channel.events.user.client.ready, this.onClientReady, this), nc.on(nc.ns.core.game.events.level.loaded, this.onLevelLoaded, this), nc.on(nc.ns.channel.events.game.player.killed, this.onPlayerKilled, this), ]); console.checkpoint('starting game controller for channel (' + options.channelName + ')'); } GameController.prototype = Object.create(Parent.prototype); GameController.prototype.update = function () { Parent.prototype.update.call(this); this.animationTimeout = 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.onUserJoined = function (user) { this.createPlayer(user); } GameController.prototype.onUserLeft = function (userId) { var player = this.players[userId]; this.clearItemsOfPlayerFingerPrints(player); Parent.prototype.onUserLeft.call(this, userId); }; GameController.prototype.clearItemsOfPlayerFingerPrints = function(player) { nc.trigger(nc.ns.channel.events.game.player.clearFingerPrints, player); }; GameController.prototype.createPlayer = function(user) { var revealedGameController = { isInBetweenRounds: this.isInBetweenRounds.bind(this) }; var player = Parent.prototype.createPlayer.call(this, user, revealedGameController); user.setPlayer(player); }; GameController.prototype.onPlayerKilled = function(player, killedByPlayer) { if(killedByPlayer.stats.score >= this.options.scoreLimit) { nc.trigger(nc.ns.channel.events.round.end); } else { this.spawnPlayer(player, Settings.RESPAWN_TIME); } }; GameController.prototype.spawnPlayer = function(player, respawnTime) { var self = this; var spawnPoint = this.level.getRandomSpawnPoint(); respawnTime = typeof respawnTime == 'undefined' ? Settings.RESPAWN_TIME : respawnTime; var spawnTimeout = setTimeout(function() { player.spawn(spawnPoint.x, spawnPoint.y); var options = { id: player.id, x: spawnPoint.x, y: spawnPoint.y }; nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "spawnPlayer", options); var i = self.spawnTimeouts.indexOf(spawnTimeout); self.spawnTimeouts.splice(i, 1); }, respawnTime * 1000); this.spawnTimeouts.push(spawnTimeout); }; GameController.prototype.updateWorld = function () { var update = this.getWorldUpdateObject(false); if(Object.getOwnPropertyNames(update).length > 0) { nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update); } // Send per-user input acknowledgments for server reconciliation for (var id in this.players) { var player = this.players[id]; if (player.isSpawned() && player.playerController._lastProcessedSeq > 0) { var body = player.doll.body; nc.trigger( nc.ns.channel.to.client.user.gameCommand.send + id, "inputAck", { seq: player.playerController._lastProcessedSeq, p: { x: body.GetPosition().x, y: body.GetPosition().y }, lv: { x: body.GetLinearVelocity().x, y: body.GetLinearVelocity().y } } ); } } this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL); }; GameController.prototype.getWorldUpdateObject = function(getSleeping) { getSleeping = getSleeping || false; var update = {}; /* var body = this.physicsEngine.world.GetBodyList(); do { if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) { var userData = body.GetUserData(); if (userData instanceof GameObject) { var gameObject = userData; var updateData = gameObject.getUpdateData(); if (updateData) { update[gameObject.uid] = updateData; } } } } while (body = body.GetNext()); */ for (var uid in this.worldUpdateObjects) { var gameObject = this.worldUpdateObjects[uid]; if (!(gameObject instanceof GameObject)) { console.warn('Cant find object ' + uid + ' in worldUpdateObjects pool (channel side), here is the object:'); console.log(gameObject); continue; } var updateData = gameObject.getUpdateData(getSleeping); if (updateData) { update[gameObject.uid] = updateData; } } return update; }; GameController.prototype.getSpawnedPlayersAndTheirPositions = function() { var spawnedPlayers = []; for(var id in this.players) { var player = this.players[id]; if(player.isSpawned()) { var options = { id: id, x: player.getPosition().x * Settings.RATIO, y: player.getPosition().y * Settings.RATIO }; if(player.holdingItem) { options.holdingItemUid = player.holdingItem.uid; } spawnedPlayers.push(options); } } return spawnedPlayers; }; GameController.prototype._getRuntimeItems = function() { var runtimeItems = []; for (var uid in this.worldUpdateObjects) { if(this.worldUpdateObjects[uid] instanceof RubeDoll) { var object = this.worldUpdateObjects[uid]; runtimeItems.push(object); } } return runtimeItems; }; GameController.prototype.gatherRuntimeItemsForWorldUpdate = function() { var infos = []; var runtimeItems = this._getRuntimeItems(); // On the other side this is using the level.createItem mechanism to // create the RubeDoll from its ItemSettings for (var i = 0; i < runtimeItems.length; i++) { var object = runtimeItems[i]; var options = object.options; options.x = object.getPosition().x; options.y = object.getPosition().y; infos.push({ uid: object.uid, options: object.options }); } return infos; }; GameController.prototype.onClientReady = function(userId) { var player = this.players[userId]; var options = { spawnedPlayers: this.getSpawnedPlayersAndTheirPositions(), worldUpdate: this.getWorldUpdateObject(true), runtimeItems: this.gatherRuntimeItemsForWorldUpdate(), userId: userId }; nc.trigger(nc.ns.channel.to.client.user.gameCommand.send + userId, "clientReadyResponse", options); this.spawnPlayer(player, 0); }; GameController.prototype.endRound = function() { this.roundHasEnded = true; for(var id in this.players) { this.players[id].setInBetweenRounds(true); } }; GameController.prototype.isInBetweenRounds = function() { return this.roundHasEnded; }; // FIXME: remove this method GameController.prototype.onResetLevel = function(userId) { console.log('OH NO!!! ON RESET LEVEL IS CALLED AND RESPAWNES PLAYERS'); Parent.prototype.onResetLevel.call(this); nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "resetLevel", true); for (var key in this.players) { this.spawnPlayer(this.players[key]); } }; GameController.prototype.destroy = function() { clearTimeout(this.animationTimeout); clearTimeout(this.worldUpdateTimeout); for (var i = 0; i < this.spawnTimeouts.length; i++) { clearTimeout(this.spawnTimeouts[i]); }; var runtimeItems = this._getRuntimeItems(); for (var i = 0; i < runtimeItems.length; i++) { runtimeItems[i].destroy(); } Parent.prototype.destroy.call(this); }; return GameController; });