chuck.js/app/Game/Channel/GameController.js
logsol dba743cd7b Updates obsolete/broken way of clearing fingerprints
When a user leaves the channel, some items need to be cleared of
their fingerprints (lastTouchedBy). This feature was broken
because it used the this.gameObjects pool which was no longer in
use.

The channel GameController now triggers an event to which all
items are subscribed to and if it is triggered, all items with that
users fingerprints clear themselves off those.

Fixes #170
2016-10-09 12:46:07 +02:00

281 lines
8.9 KiB
JavaScript
Executable file

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);
}
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;
});