chuck.js/app/Game/Core/GameController.js
logsol dba743cd7b Updates obsolete/broken way of clearing fingerprints
When a user leaves the channel, some items need to be cleared of
their fingerprints (lastTouchedBy). This feature was broken
because it used the this.gameObjects pool which was no longer in
use.

The channel GameController now triggers an event to which all
items are subscribed to and if it is triggered, all items with that
users fingerprints clear themselves off those.

Fixes #170
2016-10-09 12:46:07 +02:00

134 lines
4 KiB
JavaScript
Executable file

define([
"Game/" + GLOBALS.context + "/Physics/Engine",
"Game/" + GLOBALS.context + "/Loader/TiledLevel",
"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, 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 = {};
}
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;
});