chuck.js/app/Game/Client/GameController.js

151 lines
4.5 KiB
JavaScript
Executable file

define([
"Game/Core/GameController",
"Lib/Vendor/Box2D",
"Game/Client/Physics/Engine",
"Game/Client/View/ViewManager",
"Game/Client/Control/PlayerController",
"Game/Core/NotificationCenter",
"Lib/Utilities/RequestAnimFrame",
"Game/Config/Settings",
"Lib/Vendor/Stats"
],
function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, NotificationCenter, requestAnimFrame, Settings, Stats) {
function GameController () {
this.viewController = ViewManager.prototype.createView();
Parent.call(this, new PhysicsEngine());
this.physicsEngine.setCollisionDetector();
this.me = null;
this.initStats();
this.update();
}
GameController.prototype = Object.create(Parent.prototype);
GameController.prototype.initStats = function() {
this.stats = new Stats();
this.stats.setMode(0);
document.body.appendChild(this.stats.domElement);
};
GameController.prototype.makeMouseJoint = function(p) {
var ground = this.physicsEngine.getGround();
var body = this.me.getBody();
var def = new Box2D.Dynamics.Joints.b2MouseJointDef();
def.bodyA = ground;
def.bodyB = body;
def.target = p;
def.collideConnected = false;
def.maxForce = 100;
def.dampingRatio = 0.99;
this.mouse_joint = this.physicsEngine.world.CreateJoint(def);
body.SetAwake(true);
}
GameController.prototype.destruct = function() {
//destroy box2d world etc.
};
GameController.prototype.getMe = function () {
return this.me;
}
GameController.prototype.update = function () {
this.stats.begin();
requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
if(this.me) {
this.me.update();
}
this.viewController.render();
this.stats.end();
}
GameController.prototype.onWorldUpdate = function (updateData) {
var body = this.physicsEngine.world.GetBodyList();
do {
var bodyName = body.GetUserData();
if(bodyName && updateData[bodyName]) {
var update = updateData[bodyName];
body.SetAwake(true);
if(false && this.me && this.me.getBody() == body) {
var p = body.GetPosition();
var x = update.p.x - p.x;
var y = update.p.y - p.y;
var max = 0.5;
var factor = 0.2;
//if(x > max || x < -max || y > max || y < -max) {
if(!this.mouse_joint) this.makeMouseJoint(update.p);
else this.mouse_joint.SetTarget(update.p);
var self = this;
/*setTimeout(function() {
self.physicsEngine.world.DestroyJoint(self.mouse_joint);
self.mouse_joint = null;
}, Settings.WORLD_UPDATE_BROADCAST_INTERVAL / 2)*/
//} else {
//this.physicsEngine.world.DestroyJoint(this.mouse_joint);
//this.mouse_joint = null;
//}
// NEXT TIME, try to create a simple body, that gets position and velocities from server doll
// and connect the joint to that.
} else {
body.SetPosition(update.p);
body.SetAngle(update.a);
body.SetLinearVelocity(update.lv);
body.SetAngularVelocity(update.av);
}
}
} while (body = body.GetNext());
}
GameController.prototype.onJoinMe = function (playerId) {
//this.onSpawnPlayer(options);
this.me = this.players[playerId];
this.me.setPlayerController(new PlayerController(this.me));
this.viewController.setMe(this.me);
}
GameController.prototype.onSpawnPlayer = function(options) {
var playerId = options.id,
x = options.x,
y = options.y;
var player = this.players[playerId];
player.spawn(x, y);
// add to view controller
this.viewController.addPlayer(player);
}
GameController.prototype.loadLevel = function (path) {
Parent.prototype.loadLevel.call(this, path);
var tiles = this.level.levelObject.tiles;
this.viewController.loadMeshes(tiles);
}
return GameController;
});