chuck.js/app/Game/Core/GameController.js

195 lines
5.7 KiB
JavaScript
Executable file

define([
"Game/" + GLOBALS.context + "/Physics/Engine",
"Game/" + GLOBALS.context + "/Loader/TiledLevel",
"Game/" + GLOBALS.context + "/Player",
"Lib/Utilities/NotificationCenter",
"Game/" + GLOBALS.context + "/GameObjects/Doll",
"Game/" + GLOBALS.context + "/GameObjects/GameObject",
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Utilities/Assert",
],
function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Item, Assert) {
"use strict";
function GameController (options) {
this.options = options;
this.players = {};
this.level = null;
this.gameObjects = null;
this.resetGameObjects();
this.physicsEngine = new PhysicsEngine();
this.physicsEngine.setCollisionDetector();
this.ncTokens = [
Nc.on(Nc.ns.core.game.gameObject.add, this.onGameObjectAdd, this),
Nc.on(Nc.ns.core.game.gameObject.remove, this.onGameObjectRemove, this)
];
this.loadLevel(options.levelUid);
this.update();
}
GameController.prototype.update = function() {
// extend for both sides if necessary
};
GameController.prototype.resetGameObjects = function() {
this.gameObjects = {
fixed: [],
animated: []
};
};
GameController.prototype.onGameObjectAdd = function(type, object) {
this.gameObjects[type].push(object);
};
GameController.prototype.onGameObjectRemove = function(type, object) {
var i = this.gameObjects[type].indexOf(object);
if(i>=0) this.gameObjects[type].splice(i, 1);
};
GameController.prototype.getPhysicsEngine = function () {
return this.physicsEngine;
};
GameController.prototype.loadLevel = function (levelUid) {
if (this.level) {
this.level.destroy();
this.resetGameObjects();
}
this.level = new TiledLevel(levelUid, this.physicsEngine, this.gameObjects);
};
GameController.prototype.onWorldUpdate = function (updateData) {
var body = this.physicsEngine.world.GetBodyList();
do {
var userData = body.GetUserData();
if (userData instanceof GameObject) {
var gameObject = userData;
if(updateData[gameObject.uid]) {
var update = updateData[gameObject.uid];
this.onWorldUpdateGameObject(body, gameObject, update);
}
}
} while (body = body.GetNext());
};
GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
if (gameObject instanceof Doll) {
/*
if(gameObject === this.me.doll) {
this.me.setLastServerPositionState(update);
if(!this.me.acceptPositionStateUpdateFromServer()) {
return; // this is to ignore own doll updates from world update
}
}
*/
gameObject.setActionState(update.as);
gameObject.lookAt(update.laxy.x, update.laxy.y);
}
Assert.number(update.p.x, update.p.y);
Assert.number(update.a);
Assert.number(update.lv.x, update.lv.y);
Assert.number(update.av);
body.SetAwake(true);
body.SetPosition(update.p);
body.SetAngle(update.a);
body.SetLinearVelocity(update.lv);
body.SetAngularVelocity(update.av);
};
GameController.prototype.onResetLevel = function() {
this.loadLevel(this.level.uid);
};
/*
GameController.prototype.userJoined = function (user) {
this.players[user.id] = this.createPlayer(user);
}
*/
GameController.prototype.onUserLeft = function (userId) {
var player = this.players[userId];
if(!player) {
console.warn("User (", userId ,") left who has not joined");
return;
}
this.clearItemsOfPlayerFingerPrints(player);
player.destroy();
delete this.players[userId];
};
GameController.prototype.createPlayer = function(user) {
var player = new Player(user.id, this.physicsEngine, user);
this.players[user.id] = player;
return player;
};
GameController.prototype.clearItemsOfPlayerFingerPrints = function(player) {
for (var key in this.gameObjects) {
for (var i = 0; i < this.gameObjects[key].length; i++) { // to go through animated and fixed.
var gameObject = this.gameObjects[key][i];
if (gameObject instanceof Item) {
if (gameObject.getLastMovedBy() && gameObject.getLastMovedBy().player === player) {
gameObject.setLastMovedBy(null);
}
}
}
}
};
GameController.prototype.destroy = function () {
var i = 0;
/*
for(var player in this.players) {
// this.players[player].destroy();
// FIXME:
// commented out for now, because players are in gameObjects array.
// try using a real gameobject for the health bar
}*/
for (i = 0; i < this.ncTokens.length; i++) {
Nc.off(this.ncTokens[i]);
}
/*
* Contents of gameObject: Players, Items, Tiles, RagDolls
* No Dolls.
*/
for (var key in this.gameObjects) {
for (i = 0; i < this.gameObjects[key].length; i++) {
var gameObject = this.gameObjects[key][i];
gameObject.destroy();
}
}
this.gameObjects = {
fixed: [],
animated: []
};
this.physicsEngine.destroy();
};
return GameController;
});