chuck.js/app/Game/Server/GameController.js
2014-02-10 22:22:14 +01:00

177 lines
5.5 KiB
JavaScript
Executable file

define([
"Game/Core/GameController",
"Game/Server/Physics/Engine",
"Game/Config/Settings",
"Game/Server/Control/PlayerController",
"Lib/Utilities/RequestAnimFrame",
"Lib/Utilities/NotificationCenter",
"Lib/Vendor/Box2D",
"Game/Server/Player",
"Game/Server/GameObjects/GameObject",
"Game/Server/GameObjects/Doll"
],
function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, NotificationCenter, Box2D, Player, GameObject, Doll) {
function GameController (channel) {
this.channel = channel;
Parent.call(this);
NotificationCenter.on('user/joined', this.userJoined, this);
NotificationCenter.on('user/left', this.userLeft, this); // FIXME: refactor this.userLeft -> this.onUserLeft, even in core and client
NotificationCenter.on('user/resetLevel', this.onResetLevel, this);
NotificationCenter.on('player/killed', this.spawnPlayer, this);
console.checkpoint('starting game controller for channel ' + channel.name);
var nextUid = this.getNextLevelUid();
this.loadLevel(nextUid);
}
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.onLevelLoaded = function() {
Parent.prototype.onLevelLoaded.call(this);
this.updateWorld();
};
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 self = this;
var spawnPoint = this.level.getRandomSpawnPoint();
setTimeout(function() {
player.spawn(spawnPoint.x, spawnPoint.y);
self.gameObjects.animated.push(player.getDoll());
var message = {
spawnPlayer: {
id: player.id,
x: spawnPoint.x,
y: spawnPoint.y
}
};
NotificationCenter.trigger("broadcastControlCommand", "gameCommand", message);
}, 5000);
};
GameController.prototype.createPlayer = function(user) {
var player = new Player(user.id, this.physicsEngine);
player.setPlayerController(new PlayerController(player))
return player;
};
GameController.prototype.updateWorld = function () {
var update = this.getWorldUpdateObject(false);
if(Object.getOwnPropertyNames(update).length > 0) {
NotificationCenter.trigger("broadcastControlCommand", 'gameCommand', {worldUpdate:update});
}
setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
}
GameController.prototype.getWorldUpdateObject = function(getSleeping) {
getSleeping = getSleeping || false;
var update = {};
var body = this.physicsEngine.world.GetBodyList();
do {
if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) {
var userData = body.GetUserData();
if (userData instanceof GameObject) {
var gameObject = userData;
update[gameObject.uid] = {
p: body.GetPosition(),
a: body.GetAngle(),
lv: body.GetLinearVelocity(),
av: body.GetAngularVelocity()
};
if(gameObject instanceof Doll) {
update[gameObject.uid].as = gameObject.getActionState();
update[gameObject.uid].laxy = gameObject.lookAtXY;
}
}
}
} while (body = body.GetNext());
return update;
};
GameController.prototype.getSpawnedPlayersAndTheirPositions = function() {
var spawnedPlayers = [];
for(id in this.players) {
var player = this.players[id];
if(player.isSpawned) {
var options = {
id: id,
x: player.getPosition().x * Settings.RATIO,
y: player.getPosition().y * Settings.RATIO
};
if(player.holdingItem) {
options.holdingItemUid = player.holdingItem.uid;
}
spawnedPlayers.push(options);
}
}
return spawnedPlayers;
};
GameController.prototype.onResetLevel = function(userId) {
Parent.prototype.onResetLevel.call(this);
NotificationCenter.trigger("broadcastControlCommand", "gameCommand", {resetLevel:true});
for (var key in this.players) {
this.spawnPlayer(this.players[key]);
}
};
GameController.prototype.getNextLevelUid = function() {
if(!this.level) return this.channel.options.levelUids[0];
var levelCount = this.channel.options.levelUids.length;
for (var i = 0; i < levelCount; i++) {
var uid = this.channel.options.levelUids[i];
if(uid == this.level.uid) {
break;
}
};
var next = i + 1;
return this.channel.options.levelUids[next % levelCount];
};
return GameController;
});