chuck.js/app/Game/Core/Player.js
logsol fc7866f11e Hides playercontroller within player
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.
2016-10-01 12:19:02 +02:00

192 lines
5.1 KiB
JavaScript
Executable file

define([
"Game/" + GLOBALS.context + "/GameObjects/Doll",
"Game/" + GLOBALS.context + "/Control/PlayerController",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Exception",
"Lib/Utilities/ColorConverter",
"Game/" + GLOBALS.context + "/GameObjects/SpectatorDoll",
"Game/" + GLOBALS.context + "/GameObjects/Items/RubeDoll"
],
function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, SpectatorDoll, RubeDoll) {
"use strict";
function Player (id, physicsEngine, user) {
this.stats = {
health: 100,
deaths: 0,
score: 0
}
this.user = user;
this.physicsEngine = physicsEngine;
this.playerController = null; // pre-initialise with null, because client/players don't get one
this.doll;
this.id = id;
this.spawned = false;
this.holdingItem = null;
this.spectatorDoll = new SpectatorDoll(this.physicsEngine, "spectatorDoll-" + this.id, this);
}
Player.prototype.getNickname = function() {
return this.user.options.nickname;
};
Player.prototype.getActiveDoll = function() {
if(this.spawned) {
return this.doll;
} else if (this.ragDoll) {
return this.ragDoll;
}
return this.spectatorDoll;
};
Player.prototype.spawn = function (x, y) {
this.doll = new Doll(this.physicsEngine, "doll-" + this.id, this);
this.doll.spawn(x, y);
this.spawned = true;
}
Player.prototype.isSpawned = function() {
return this.spawned;
};
Player.prototype.getPosition = function () {
return this.getActiveDoll().getPosition();
}
Player.prototype.getHeadPosition = function () {
return this.getActiveDoll().getHeadPosition();
}
Player.prototype.move = function (direction) {
if(!this.spawned) return false;
this.doll.move(direction);
}
Player.prototype.stop = function () {
if(!this.spawned) return false;
this.doll.stop();
}
Player.prototype.jump = function () {
if(!this.spawned) return false;
this.doll.jump();
}
Player.prototype.jumpStop = function () {
if(!this.spawned) return false;
this.doll.jumpStop();
}
Player.prototype.lookAt = function (x, y) {
if(!this.spawned) return false;
// FIXME implement spectator movement here
this.doll.lookAt(x, y);
}
Player.prototype.grab = function(item) {
if(!this.spawned) return false;
this.doll.grab(item);
item.beingGrabbed(this);
this.holdingItem = item;
};
Player.prototype.throw = function(options, item) {
if(!this.spawned) return false;
this.doll.throw(item, options);
item.beingReleased(this);
this.holdingItem = null;
};
Player.prototype.kill = function(killedByPlayer, ragDollId) {
if(!this.spawned) return false;
// FIXME: do something better then just respawn in GameController
if(this.holdingItem) {
var options = {
x: 0,
y: 0,
av: 0
};
this.throw(options, this.holdingItem)
}
// prepare for creating the ragdoll
var converter = new ColorConverter();
var primaryColor = converter.getColorByName(this.getNickname());
var options = {
x: this.getPosition().x * Settings.RATIO,
y: this.getPosition().y * Settings.RATIO,
category: "graveyard",
grabAngle: -0.3,
image: "chest.png",
name: "RagDoll",
rotation: 0,
type: "rubedoll",
weight: 3,
width: 5,
height: 12,
primaryColor: primaryColor,
direction: this.doll.lookDirection
};
var rubeDoll = new RubeDoll(this.physicsEngine, "rubeDoll-" + this.id + "-" + ragDollId, options);
rubeDoll.setVelocities(this.doll.getVelocities());
this.spawned = false;
this.doll.destroy();
this.doll = null;
this.ragDoll = rubeDoll;
};
Player.prototype.update = function () {
if(this.doll) {
this.doll.update();
}
if(this.playerController) {
this.playerController.update();
}
}
Player.prototype.destroy = function () {
// FIXME add destroy nc hook
if(this.holdingItem) {
var options = {
x: 0,
y: 0,
av: 0
};
this.throw(options, this.holdingItem);
}
this.spectatorDoll.destroy();
// doll destoys itself at the end cause its a gameobject
// but on userLeft, the player has to destroy it.
if(this.doll) {
this.doll.destroy();
}
if(this.playerController) {
this.playerController.destroy();
}
}
Player.prototype.setInBetweenRounds = function(inBetweenRounds) {
return this.playerController.setInBetweenRounds(inBetweenRounds);
};
return Player;
});