mirror of
https://github.com/logsol/chuck.js.git
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99 lines
No EOL
2.9 KiB
JavaScript
Executable file
99 lines
No EOL
2.9 KiB
JavaScript
Executable file
define([
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"Game/Core/Protocol/Helper",
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"Game/Client/GameController",
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"Game/Core/User",
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"Game/Core/NotificationCenter"
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],
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function (ProtocolHelper, GameController, User, NotificationCenter) {
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function Networker (socketLink) {
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this.socketLink = socketLink;
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this.gameController = null;
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this.users = {};
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this.init();
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}
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Networker.prototype.init = function () {
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this.socketLink.on('connect', this.onConnect.bind(this));
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this.socketLink.on('disconnect', this.onDisconnect.bind(this));
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var self = this;
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this.socketLink.on('message', function (message) {
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ProtocolHelper.applyCommand(message, self);
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});
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NotificationCenter.on("sendGameCommand", this.sendGameCommand, this);
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}
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// Socket callbacks
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Networker.prototype.onConnect = function () {
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console.log('connected.')
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this.sendCommand('join', 'dungeon');
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}
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Networker.prototype.onDisconnect = function () {
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if(this.gameController) this.gameController.destruct();
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this.gameController = null;
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console.log('disconnected. game destroyed. no auto-reconnect');
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document.body.style.backgroundColor = '#aaaaaa';
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}
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Networker.prototype.onJoinSuccess = function (options) {
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this.gameController = new GameController();
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this.gameController.loadLevel("default.json");
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this.onUserJoined(options.userId);
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this.gameController.onJoinMe(options.userId);
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if (options.joinedUsers) {
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for(var i = 0; i < options.joinedUsers.length; i++) {
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this.onUserJoined(options.joinedUsers[i]);
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}
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}
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if (options.spawnedPlayers) {
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for(var i = 0; i < options.spawnedPlayers.length; i++) {
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this.gameController.onSpawnPlayer(options.spawnedPlayers[i]);
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console.log("already spawned player, options: ", options.spawnedPlayers[i])
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}
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}
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}
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// Sending commands
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Networker.prototype.sendCommand = function (command, options) {
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var message = ProtocolHelper.encodeCommand(command, options);
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this.socketLink.send(message);
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}
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Networker.prototype.sendGameCommand = function(command, options) {
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var message = ProtocolHelper.encodeCommand(command, options);
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this.sendCommand('gameCommand', message);
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}
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// Commands from server
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Networker.prototype.onUserJoined = function (userId) {
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var user = new User(userId);
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this.users[userId] = user;
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this.gameController.userJoined(user);
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}
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Networker.prototype.onUserLeft = function (userId) {
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var user = this.users[userId];
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this.gameController.userLeft(user);
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delete this.users[userId];
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}
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Networker.prototype.onGameCommand = function(message) {
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ProtocolHelper.applyCommand(message, this.gameController);
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}
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return Networker;
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}); |