chuck.js/app/Game/Server/GameController.js

127 lines
3.7 KiB
JavaScript
Executable file

define([
"Game/Core/GameController",
"Game/Core/Physics/Engine",
"Game/Config/Settings",
"Game/Server/Control/InputController",
"Lib/Utilities/RequestAnimFrame",
"Game/Core/NotificationCenter",
"Game/Server/Player"
],
function (Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, NotificationCenter, Player) {
function GameController (channel) {
Parent.call(this, new PhysicsEngine());
this.physicsEngine.setCollisionDetector();
this.channel = channel;
this.update();
this.updateWorld();
NotificationCenter.on('user/joined', this.userJoined, this);
NotificationCenter.on('user/left', this.userLeft, this);
console.checkpoint('starting game controller for channel ' + channel.name);
}
GameController.prototype = Object.create(Parent.prototype);
GameController.prototype.update = function () {
requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
for(var id in this.players) {
this.players[id].update();
}
}
GameController.prototype.userJoined = function (user) {
Parent.prototype.userJoined.call(this, user);
var player = this.players[user.id];
user.setPlayer(player);
this.spawnPlayer(player);
}
GameController.prototype.spawnPlayer = function(player) {
var x = 150,
y = 50;
player.spawn(x, y);
var message = {
spawnPlayer: {
id: player.id,
x: x,
y: y
}
};
NotificationCenter.trigger("sendControlCommandToAllUsers", "gameCommand", message);
};
GameController.prototype.createPlayer = function(user) {
var player = new Player(user.id, this.physicsEngine);
player.setInputController(new InputController(player))
return player;
};
GameController.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) {
NotificationCenter.trigger("sendControlCommandToAllUsers", 'gameCommand', {worldUpdate:update});
}
setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
}
GameController.prototype.getSpawnedPlayers = function() {
var spawnedPlayers = {};
for(player in this.players) {
if(player.isSpawned) {
spawnedPlayers[player.id] = player;
}
}
return spawnedPlayers;
};
GameController.prototype.getSpawnedPlayersAndTheirPositions = function() {
var spawnedPlayers = [];
for(id in this.players) {
var player = this.players[id];
if(player.isSpawned) {
spawnedPlayers.push({
id: id,
x: player.getPosition().x * Settings.RATIO,
y: player.getPosition().y * Settings.RATIO
});
}
}
// FIXME: OR: use get Spawned Players and fetch them into a sort of transfer objects
// that contains only necessary data
return spawnedPlayers;
};
return GameController;
});