chuck.js/app/Game/Channel/Player.js
logsol fc7866f11e Hides playercontroller within player
In order to not provide deep exposure to PlayerController,
we refactored it so that it is not visible anymore outside Player.

Also we renamed isInBetweenGames to inBetweenRounds.

Moved creation of PlayerController from GameController(s) to
The channel Player and client Me.
2016-10-01 12:19:02 +02:00

125 lines
No EOL
3.4 KiB
JavaScript
Executable file

define([
"Game/Core/Player",
"Lib/Utilities/NotificationCenter",
"Game/Channel/Control/PlayerController"
],
function (Parent, Nc, PlayerController) {
"use strict";
function Player(id, physicsEngine, user) {
Parent.call(this, id, physicsEngine, user);
this.playerController = new PlayerController(this);
}
Player.prototype = Object.create(Parent.prototype);
Player.prototype.handActionRequest = function(options) {
if(!this.doll) return false;
var item = null;
var isHolding = !!this.holdingItem;
if (isHolding) {
item = this.holdingItem;
} else {
item = this.doll.findCloseItem(options.x);
}
if(item) {
this.handAction(options, isHolding, item);
}
};
Player.prototype.handAction = function(options, isHolding, item) {
options.playerId = this.id;
options.itemUid = item.uid;
if (isHolding) {
// throw
if(item.isReleasingAllowed()) {
this.throw(options, item);
options.action = "throw";
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "handActionResponse", options);
}
} else {
// grab
if(item.isGrabbingAllowed()) {
this.grab(item);
options.action = "grab";
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "handActionResponse", options);
}
}
};
Player.prototype.suicide = function() {
if(this.isSpawned()) {
this.addDamage(100, this, null);
}
};
Player.prototype.addDamage = function(damage, enemy, byItem) {
this.stats.health -= damage;
if(this.stats.health < 0) this.stats.health = 0;
if(this.stats.health <= 0) {
if(enemy != this) enemy.score();
this.kill(enemy, byItem);
}
this.broadcastStats(enemy);
};
Player.prototype.spawn = function(x, y) {
Parent.prototype.spawn.call(this, x, y);
this.stats.health = 100;
this.broadcastStats();
};
Player.prototype.kill = function(killedByPlayer, byItem) {
this.stats.deaths++;
var ragDollId = this.stats.deaths;
Parent.prototype.kill.call(this, killedByPlayer, ragDollId);
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "playerKill", {
playerId: this.id,
killedByPlayerId: killedByPlayer.id,
ragDollId: ragDollId,
item: byItem ? byItem.options.name : "Suicide"
});
Nc.trigger(Nc.ns.channel.events.game.player.killed, this, killedByPlayer); // sends endround
if(this.ragDoll) {
this.ragDoll.delayedDestroy();
}
};
Player.prototype.score = function() {
this.stats.score++;
};
Player.prototype.broadcastStats = function(enemy) {
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "updateStats", {
playerId: this.id,
stats: this.stats
});
if(enemy && enemy != this) {
Nc.trigger(Nc.ns.channel.to.client.gameCommand.broadcast, "updateStats", {
playerId: enemy.id,
stats: enemy.stats
});
}
};
return Player;
});