mirror of
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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.
285 lines
8.6 KiB
JavaScript
Executable file
285 lines
8.6 KiB
JavaScript
Executable file
define([
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"Game/Core/GameController",
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"Lib/Vendor/Box2D",
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"Game/Client/Physics/Engine",
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"Game/Client/View/ViewManager",
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"Game/Client/Control/PlayerController",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/RequestAnimFrame",
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"Game/Config/Settings",
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"Game/Client/GameObjects/GameObject",
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"Game/Client/GameObjects/Doll",
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"Game/Client/View/DomController",
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"Lib/Utilities/Protocol/Helper",
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"Game/Client/Me",
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"Game/Client/AudioPlayer",
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"Game/Client/PointerLockManager",
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"Lib/Utilities/Assert",
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"Lib/Utilities/Exception"
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],
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function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, requestAnimFrame, Settings, GameObject, Doll, DomController, ProtocolHelper, Me, AudioPlayer, PointerLockManager, Assert, Exception) {
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"use strict";
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function GameController (options) {
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this.clientIsReady = false;
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this.view = ViewManager.createView();
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this.me = null;
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this.animationRequestId = null;
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this.audioPlayer = null;
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Parent.call(this, options);
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this.ncTokens = this.ncTokens.concat([
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Nc.on(Nc.ns.client.game.gameStats.toggle, this.toggleGameStats, this)
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]);
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}
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GameController.prototype = Object.create(Parent.prototype);
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GameController.prototype.getMe = function () {
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return this.me;
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};
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GameController.prototype.update = function () {
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Parent.prototype.update.call(this);
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this.animationRequestId = requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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if(this.me) {
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this.me.update();
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this.mePositionStateOverride();
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}
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//for (var uid in this.gameObjects.animated) {
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// this.gameObjects.animated[uid].render();
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//}
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Nc.trigger(Nc.ns.client.game.events.render);
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this.view.render();
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DomController.fpsStep();
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};
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GameController.prototype.mePositionStateOverride = function() {
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if(this.me.isPositionStateOverrideNeeded()) {
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Nc.trigger(
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Nc.ns.client.to.server.gameCommand.send,
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"mePositionStateOverride",
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this.me.getPositionStateOverride()
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);
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}
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};
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GameController.prototype.onClientReadyResponse = function(options) {
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var i;
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if (options.worldUpdate) {
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this.onWorldUpdate(options.worldUpdate);
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}
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if (options.runtimeItems) {
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for (i = 0; i < options.runtimeItems.length; i++) {
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var itemDef = options.runtimeItems[i];
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if(!this.getItemByUid(itemDef.uid)) {
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// When creating from synchronization we need to bring it into level format (px)
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itemDef.options.x *= Settings.RATIO;
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itemDef.options.y *= Settings.RATIO;
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this.level.createItem(itemDef.uid, itemDef.options);
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console.log("Creating runtime Item: ", itemDef.options.name, itemDef.uid)
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}
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}
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}
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this.setMe();
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this.clientIsReady = true; // needs to stay before onSpawnPlayer
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if (options.spawnedPlayers) {
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for(i = 0; i < options.spawnedPlayers.length; i++) {
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this.onSpawnPlayer(options.spawnedPlayers[i]);
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}
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}
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//this.audioPlayer = new AudioPlayer(Settings.AUDIO_PATH + "city.mp3");
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//this.audioPlayer.play();
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};
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/*
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TODO :
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- remove this
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- overwrite setUpdateData inside client / Me with an empty function
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(update);
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if(!this.me.acceptPositionStateUpdateFromServer()) {
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return; // this is to ignore own doll updates from world update
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}
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}
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Parent.prototype.onWorldUpdateGameObject.call(this, body, gameObject, update);
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};
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*/
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GameController.prototype.onRemoveGameObject = function(options) {
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};
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GameController.prototype.updateGameObject = function (gameObject, gameObjectUpdate) {
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(gameObjectUpdate);
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if(!this.me.acceptPositionStateUpdateFromServer()) {
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return; // this is to ignore own doll updates from world update
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}
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}
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Parent.prototype.updateGameObject.call(this, gameObject, gameObjectUpdate);
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}
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GameController.prototype.createMe = function(user) {
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this.me = new Me(user.id, this.physicsEngine, user);
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this.players[user.id] = this.me;
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};
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GameController.prototype.setMe = function() {
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this.view.setMe(this.me);
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};
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GameController.prototype.onGameCommand = function(message) {
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ProtocolHelper.applyCommand(message, this);
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};
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GameController.prototype.onSpawnPlayer = function(options) {
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if(!this.clientIsReady) {
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return;
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}
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var playerId = options.id,
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x = options.x,
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y = options.y;
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var player = this.players[playerId];
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player.spawn(x, y);
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if(options.holdingItemUid) {
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this.onHandActionResponse({
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itemUid: options.holdingItemUid,
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action: "grab",
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playerId: playerId
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});
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}
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};
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GameController.prototype.onHandActionResponse = function(options) {
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var player = this.players[options.playerId];
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var item = this.getItemByUid(options.itemUid);
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if(item) {
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if(options.action == "throw") {
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player.throw(options, item);
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} else if(options.action == "grab") {
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player.grab(item);
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}
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} else {
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console.warn("Item for joint can not be found locally. " + options.itemUid);
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}
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};
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GameController.prototype.onUpdateStats = function(options) {
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var player = this.players[options.playerId];
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if(!player) {
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throw new Exception("No player with id: " + options.playerId);
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}
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player.setStats(options.stats);
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var playersArray = [];
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for (var key in this.players) {
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playersArray.push(this.players[key]);
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}
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var sortedPlayers = playersArray.sort(function(a,b) {
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if(a.stats.score > b.stats.score) return -1;
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if(a.stats.score < b.stats.score) return 1;
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if(a.stats.deaths < b.stats.deaths) return -1;
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if(a.stats.deaths > b.stats.deaths) return 1;
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if(a.stats.health > b.stats.health) return -1;
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if(a.stats.health < b.stats.health) return 1;
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return 0;
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});
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Nc.trigger(Nc.ns.client.view.gameStats.update, sortedPlayers);
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};
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GameController.prototype.onPlayerKill = function(options) {
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var player = this.players[options.playerId];
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var killedByPlayer = this.players[options.killedByPlayerId];
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player.kill(killedByPlayer, options.ragDollId);
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Nc.trigger(Nc.ns.client.view.gameStats.kill, {
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victim: {
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name: player.user.options.nickname,
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isMe: player === this.me
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},
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killer: {
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name: killedByPlayer.user.options.nickname,
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isMe: killedByPlayer === this.me
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},
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item: options.item
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});
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};
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GameController.prototype.onPositionStateReset = function(options) {
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this.me.resetPositionState(options);
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};
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GameController.prototype.loadLevel = function (path) {
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Parent.prototype.loadLevel.call(this, path);
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};
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GameController.prototype.onLevelLoaded = function () {
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PointerLockManager.update(null, {start:true});
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};
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GameController.prototype.toggleGameStats = function(show) {
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Nc.trigger(Nc.ns.client.view.gameStats.toggle, show);
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};
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GameController.prototype.beginRound = function() {
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this.me.setInBetweenRounds(false);
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};
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GameController.prototype.endRound = function() {
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this.me.setInBetweenRounds(true);
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this.toggleGameStats(true);
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};
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GameController.prototype.destroy = function() {
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if (!window.cancelAnimationFrame) {
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window.cancelAnimationFrame = function(id) {
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clearTimeout(id);
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};
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}
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cancelAnimationFrame(this.animationRequestId);
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Parent.prototype.destroy.call(this);
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//this.audioPlayer.destroy();
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this.view.destroy();
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};
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return GameController;
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});
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