mirror of
https://github.com/logsol/chuck.js.git
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140 lines
4.2 KiB
JavaScript
Executable file
140 lines
4.2 KiB
JavaScript
Executable file
define([
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"Game/Core/GameController",
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"Game/Server/Physics/Engine",
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"Game/Config/Settings",
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"Game/Server/Control/PlayerController",
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"Lib/Utilities/RequestAnimFrame",
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"Game/Core/NotificationCenter",
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"Game/Server/Player",
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"Game/Server/GameObjects/GameObject",
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"Game/Server/Physics/Doll"
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],
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function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, NotificationCenter, Player, GameObject, Doll) {
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function GameController (channel) {
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Parent.call(this, new PhysicsEngine());
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this.physicsEngine.setCollisionDetector();
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this.channel = channel;
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this.update();
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this.updateWorld();
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NotificationCenter.on('user/joined', this.userJoined, this);
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NotificationCenter.on('user/left', this.userLeft, this);
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console.checkpoint('starting game controller for channel ' + channel.name);
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}
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GameController.prototype = Object.create(Parent.prototype);
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GameController.prototype.update = function () {
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requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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for(var id in this.players) {
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this.players[id].update();
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}
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}
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GameController.prototype.userJoined = function (user) {
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Parent.prototype.userJoined.call(this, user);
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var player = this.players[user.id];
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user.setPlayer(player);
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this.spawnPlayer(player);
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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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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.setPlayerController(new PlayerController(player))
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return player;
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};
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GameController.prototype.updateWorld = function () {
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var update = {};
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var isUpdateNeeded = false;
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var body = this.physicsEngine.world.GetBodyList();
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do {
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if(body.IsAwake()) {
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var userData = body.GetUserData();
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if (userData instanceof GameObject) {
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var gameObject = userData;
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update[gameObject.uid] = {
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p: body.GetPosition(),
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a: body.GetAngle(),
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lv: body.GetLinearVelocity(),
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av: body.GetAngularVelocity()
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};
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if(gameObject instanceof Doll) {
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update[gameObject.uid].as = gameObject.getActionState();
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update[gameObject.uid].laxy = gameObject.lookAtXY;
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}
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isUpdateNeeded = true;
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}
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}
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} while (body = body.GetNext());
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if(isUpdateNeeded) {
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NotificationCenter.trigger("sendControlCommandToAllUsers", 'gameCommand', {worldUpdate:update});
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}
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setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
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}
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GameController.prototype.getSpawnedPlayers = function() {
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var spawnedPlayers = {};
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for(player in this.players) {
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if(player.isSpawned) {
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spawnedPlayers[player.id] = player;
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}
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}
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return spawnedPlayers;
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};
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GameController.prototype.getSpawnedPlayersAndTheirPositions = function() {
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var spawnedPlayers = [];
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for(id in this.players) {
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var player = this.players[id];
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if(player.isSpawned) {
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spawnedPlayers.push({
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id: id,
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x: player.getPosition().x * Settings.RATIO,
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y: player.getPosition().y * Settings.RATIO
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});
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}
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}
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// FIXME: OR: use get Spawned Players and fetch them into a sort of transfer objects
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// that contains only necessary data
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return spawnedPlayers;
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};
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return GameController;
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});
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