chuck.js/app/Game/Core/GameController.js
Karl Pannek 244dc50037 Add working debug level with grass and soil tiles
- Created DebugLevel class that bypasses complex TiledLevel loader
- Simple platform with grass tiles (10.gif) on top, soil tiles (10.gif) underneath
- Fixed tile texture paths to work with MAPS_PATH
- Fixed null check in User.js to prevent server crashes
- Working physics collision with Box2D
- Clean test environment for physics engine migration
2025-07-16 12:51:31 +02:00

142 lines
4.4 KiB
JavaScript
Executable file

define([
"Game/" + GLOBALS.context + "/Physics/Engine",
"Game/" + GLOBALS.context + "/Loader/TiledLevel",
"Game/" + GLOBALS.context + "/Loader/DebugLevel",
"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, DebugLevel, Player, nc, Doll, GameObject, Item, Assert) {
"use strict";
function GameController (options) {
this.options = options;
this.players = {};
this.level = null;
this.worldUpdateObjects = {};
this.physicsEngine = new PhysicsEngine();
this.physicsEngine.setCollisionDetector();
this.ncTokens = [
nc.on(nc.ns.core.game.worldUpdateObjects.add, this.onWorldUpdateObjectAdd, this),
nc.on(nc.ns.core.game.worldUpdateObjects.remove, this.onWorldUpdateObjectRemove, this)
];
this.loadLevel(options.levelUid);
this.update();
}
GameController.prototype.update = function() {
// extend for both sides if necessary
};
GameController.prototype.onWorldUpdateObjectAdd = function(object) {
this.worldUpdateObjects[object.uid] = object;
};
GameController.prototype.onWorldUpdateObjectRemove = function(object) {
delete this.worldUpdateObjects[object.uid];
};
GameController.prototype.getPhysicsEngine = function () {
return this.physicsEngine;
};
GameController.prototype.getItemByUid = function(uid) {
// FIXME : maybe divide this into a dedicated item pool?
return this.worldUpdateObjects[uid];
};
GameController.prototype.loadLevel = function (levelUid) {
if (this.level) {
this.level.destroy();
this.worldUpdateObjects = {};
}
// Use DebugLevel for debug mode, otherwise use TiledLevel
if (levelUid === "debug") {
console.log("Loading debug level (simple platform)");
this.level = new DebugLevel(levelUid, this.physicsEngine);
} else {
console.log("Loading tiled level: " + levelUid);
this.level = new TiledLevel(levelUid, this.physicsEngine);
}
};
/*
* This is now in core, because the recorder/player
* uses the world update mechanism on the channel side
*/
GameController.prototype.onWorldUpdate = function (updateData) {
for (var uid in updateData) {
var gameObject = this.worldUpdateObjects[uid];
if (!(gameObject instanceof GameObject)) {
console.warn('Can\'t find object ' + uid + ' in worldUpdateObjects pool:', Object.keys(this.worldUpdateObjects));
continue;
}
this.updateGameObject(gameObject, updateData[uid]);
}
};
GameController.prototype.updateGameObject = function(gameObject, gameObjectUpdate) {
gameObject.setUpdateData(gameObjectUpdate);
}
GameController.prototype.onResetLevel = function() {
this.loadLevel(this.level.uid);
};
GameController.prototype.onUserLeft = function (userId) {
var player = this.players[userId];
if(!player) {
console.warn("User (", userId ,") left who has not joined");
return;
}
player.destroy();
delete this.players[userId];
};
GameController.prototype.createPlayer = function(user, revealedGameController) {
var player = new Player(user.id, this.physicsEngine, user, revealedGameController);
this.players[user.id] = player;
return player;
};
GameController.prototype.destroy = function () {
for(var player in this.players) {
this.players[player].destroy();
}
// FIXME ns.client in core?
nc.trigger(nc.ns.client.game.events.destroy);
// Testing after destroy if worldUpdateObjects is empty
// events.game.destroy -> gameobjects.destroy() -> nc.trigger(worldUpdateObjects.remove)
if(Object.keys(this.worldUpdateObjects).length > 0) {
console.warn('Not all worldUpdateObjects have been removed... ', Object.keys(this.worldUpdateObjects));
}
this.physicsEngine.destroy();
this.worldUpdateObjects = null;
nc.off(this.ncTokens);
};
return GameController;
});