chuck.js/lib/Chuck/Processors/ServerProcessor.js
2012-07-14 00:04:41 +02:00

103 lines
2.4 KiB
JavaScript
Executable file

var requires = [
"Chuck/Physics/Engine",
"Chuck/Player",
"Vendor/Box2D",
"Chuck/Loader/Level",
"Chuck/Control/InputController",
"RequestAnimationFrame"
];
define(requires, function(PhysicsEngine, Player, Box2D, Level, InputController, requestAnimFrame){
function ServerProcessor (serverGame) {
this.serverGame = serverGame;
this.players = {};
this.init();
};
ServerProcessor.prototype.init = function() {
this.physicsEngine = new PhysicsEngine();
this.update();
this.updateWorld();
}
ServerProcessor.prototype.loadLevel = function(path) {
if (this.level) {
this.level.unload();
}
this.level = new Level(path, this.physicsEngine);
this.level.loadLevelInToEngine();
}
ServerProcessor.prototype.getPhysicsEngine = function() {
return this.physicsEngine;
}
ServerProcessor.prototype.update = function() {
requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
for(var id in this.players) {
this.players[id].player.update();
}
}
ServerProcessor.prototype.destruct = function() {
}
ServerProcessor.prototype.createPlayerWithId = function(id) {
var player = new Player(this.physicsEngine, id, null);
this.players[id] = {
player: player,
inputController: new InputController(player)
};
player.spawn(100, 0);
this.physicsEngine.setCollisionDetector(player);
}
ServerProcessor.prototype.progressGameCommandFromId = function(command, options, id) {
var inputController = this.players[id].inputController;
if (typeof inputController[command] == 'function') {
inputController[command](options);
}
}
ServerProcessor.prototype.userIdLeft = function(id) {
var player = this.players[id].player;
player.destroy();
}
ServerProcessor.prototype.updateWorld = function() {
var update = {};
var isUpdateNeeded = false;
var body = this.physicsEngine.world.GetBodyList();
do {
var userData = body.GetUserData();
if(userData && body.IsAwake()){
update[userData] = {
p: body.GetPosition(),
a: body.GetAngle(),
lv: body.GetLinearVelocity(),
av: body.GetAngularVelocity()
};
isUpdateNeeded = true;
}
} while (body = body.GetNext());
if(isUpdateNeeded) {
this.serverGame.updateClientsWorld(update);
}
setTimeout(this.updateWorld.bind(this), 15); // FIXME: do this a different hearbeat
}
return ServerProcessor;
});