-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathserialize_GameObject.js.html
272 lines (221 loc) · 19.6 KB
/
serialize_GameObject.js.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>serialize/GameObject.js - Documentation</title>
<link rel="shortcut icon" href="http://lance.gg/favicon.ico">
<link rel="icon" sizes="16x16 32x32 64x64" href="http://lance.gg/favicon.ico">
<link rel="icon" type="image/png" sizes="196x196" href="http://lance.gg/favicon-192.png">
<link rel="icon" type="image/png" sizes="160x160" href="http://lance.gg/favicon-160.png">
<link rel="icon" type="image/png" sizes="96x96" href="http://lance.gg/favicon-96.png">
<link rel="icon" type="image/png" sizes="64x64" href="http://lance.gg/favicon-64.png">
<link rel="icon" type="image/png" sizes="32x32" href="http://lance.gg/favicon-32.png">
<link rel="icon" type="image/png" sizes="16x16" href="http://lance.gg/favicon-16.png">
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link href="https://file.myfontastic.com/DeXq9523CzrFERZkXSzP7D/icons.css" rel="stylesheet">
<link type="text/css" rel="stylesheet" href="https://code.ionicframework.com/ionicons/2.0.1/css/ionicons.min.css">
<link type="text/css" rel="stylesheet" href="styles/jsdoc-default.css">
<link rel="stylesheet" href="//cdn.jsdelivr.net/highlight.js/9.8.0/styles/atelier-sulphurpool-light.min.css">
</head>
<body>
<input type="checkbox" id="nav-trigger" class="nav-trigger" />
<label for="nav-trigger" class="navicon-button x">
<div class="navicon"></div>
</label>
<label for="nav-trigger" class="overlay"></label>
<nav>
<h2 class="home"><a href="index.html">Lance</a></h2><h2>Concepts</h2><ul class="tutorials"><li><span class='category'>Introduction<ul><li><a href="tutorial-introduction.html">Introduction</a></li><li><a href="tutorial-introduction_prologue.html">Prologue</a></li><li><a href="tutorial-introduction_community.html">Community</a></li><li><a href="tutorial-introduction_roadmap.html">Development Roadmap</a></li><li><a href="tutorial-introduction_faq.html">Frequently Asked Questions</a></li></ul></li><li><span class='category'>Overview<ul><li><a href="tutorial-overview_architecture.html">Architecture of a Multiplayer Game</a></li><li><a href="tutorial-choosing_a_physics_engine.html">Choosing a Physics Engine</a></li><li><a href="tutorial-guide_gameengine.html">Game Engine</a></li><li><a href="tutorial-guide_serverengine.html">Server Engine</a></li><li><a href="tutorial-guide_clientengine.html">Client Engine</a></li><li><a href="tutorial-guide_renderer.html">Renderer</a></li><li><a href="tutorial-guide_gameworld.html">Game World and Game Objects</a></li><li><a href="tutorial-guide_serialization.html">Serialization and Communication</a></li></ul></li><li><span class='category'>Synchronization Methods<ul><li><a href="tutorial-guide_syncinterpolation.html">Interpolation</a></li><li><a href="tutorial-guide_syncextrapolation.html">Extrapolation</a></li></ul></li><li><span class='category'>Tutorials<ul><li><a href="tutorial-MyFirstGame.html">My First Game: Pong</a></li><li><a href="tutorial-spaceships.html">Spaaace</a></li></ul></li><li><span class='category'>Extras<ul><li><a href="tutorial-guide_tuningdebugging.html">Fine Tuning and Debugging</a></li><li><a href="tutorial-furtherreading.html">Further Reading</a></li></ul></li></ul><h2>API Reference</h2><h3 class="classes">Classes</h3><ul><li><a href="AFrameRenderer.html">AFrameRenderer</a><ul class='methods'><li data-type='method'><a href="AFrameRenderer.html#draw">draw</a></li><li data-type='method'><a href="AFrameRenderer.html#init">init</a></li></ul></li><li><a href="BaseTypes.html">BaseTypes</a></li><li><a href="CannonPhysicsEngine.html">CannonPhysicsEngine</a></li><li><a href="ClientEngine.html">ClientEngine</a><ul class='methods'><li data-type='method'><a href="ClientEngine.html#connect">connect</a></li><li data-type='method'><a href="ClientEngine.html#disconnect">disconnect</a></li><li data-type='method'><a href="ClientEngine.html#sendInput">sendInput</a></li><li data-type='method'><a href="ClientEngine.html#start">start</a></li></ul></li><li><a href="DynamicObject.html">DynamicObject</a><ul class='methods'><li data-type='method'><a href="DynamicObject.html#bendingToString">bendingToString</a></li><li data-type='method'><a href="DynamicObject.html#toString">toString</a></li></ul></li><li><a href="GameEngine.html">GameEngine</a><ul class='methods'><li data-type='method'><a href="GameEngine.html#addObjectToWorld">addObjectToWorld</a></li><li data-type='method'><a href="GameEngine.html#getPlayerGameOverResult">getPlayerGameOverResult</a></li><li data-type='method'><a href="GameEngine.html#isOwnedByPlayer">isOwnedByPlayer</a></li><li data-type='method'><a href="GameEngine.html#on">on</a></li><li data-type='method'><a href="GameEngine.html#once">once</a></li><li data-type='method'><a href="GameEngine.html#processInput">processInput</a></li><li data-type='method'><a href="GameEngine.html#registerClasses">registerClasses</a></li><li data-type='method'><a href="GameEngine.html#removeListener">removeListener</a></li><li data-type='method'><a href="GameEngine.html#removeObjectFromWorld">removeObjectFromWorld</a></li><li data-type='method'><a href="GameEngine.html#start">start</a></li><li data-type='method'><a href="GameEngine.html#step">step</a></li></ul></li><li><a href="GameObject.html">GameObject</a><ul class='methods'><li data-type='method'><a href="GameObject.html#bendingToString">bendingToString</a></li><li data-type='method'><a href="GameObject.html#hasComponent">hasComponent</a></li><li data-type='method'><a href="GameObject.html#onAddToWorld">onAddToWorld</a></li><li data-type='method'><a href="GameObject.html#onRemoveFromWorld">onRemoveFromWorld</a></li><li data-type='method'><a href="GameObject.html#syncTo">syncTo</a></li><li data-type='method'><a href="GameObject.html#toString">toString</a></li></ul></li><li><a href="GameWorld.html">GameWorld</a><ul class='methods'><li data-type='method'><a href="GameWorld.html#addObject">addObject</a></li><li data-type='method'><a href="GameWorld.html#forEachObject">forEachObject</a></li><li data-type='method'><a href="GameWorld.html#getNewId">getNewId</a></li><li data-type='method'><a href="GameWorld.html#queryObject">queryObject</a></li><li data-type='method'><a href="GameWorld.html#queryObjects">queryObjects</a></li><li data-type='method'><a href="GameWorld.html#removeObject">removeObject</a></li></ul></li><li><a href="KeyboardControls.html">KeyboardControls</a></li><li><a href="PhysicalObject2D.html">PhysicalObject2D</a><ul class='methods'><li data-type='method'><a href="PhysicalObject2D.html#onAddToWorld">onAddToWorld</a></li><li data-type='method'><a href="PhysicalObject2D.html#toString">toString</a></li></ul></li><li><a href="PhysicalObject3D.html">PhysicalObject3D</a><ul class='methods'><li data-type='method'><a href="PhysicalObject3D.html#toString">toString</a></li></ul></li><li><a href="Quaternion.html">Quaternion</a><ul class='methods'><li data-type='method'><a href="Quaternion.html#conjugate">conjugate</a></li><li data-type='method'><a href="Quaternion.html#copy">copy</a></li><li data-type='method'><a href="Quaternion.html#multiply">multiply</a></li><li data-type='method'><a href="Quaternion.html#set">set</a></li><li data-type='method'><a href="Quaternion.html#setFromAxisAngle">setFromAxisAngle</a></li><li data-type='method'><a href="Quaternion.html#slerp">slerp</a></li><li data-type='method'><a href="Quaternion.html#toAxisAngle">toAxisAngle</a></li><li data-type='method'><a href="Quaternion.html#toString">toString</a></li></ul></li><li><a href="Renderer.html">Renderer</a><ul class='methods'><li data-type='method'><a href="Renderer.html#addObject">addObject</a></li><li data-type='method'><a href="Renderer.html#draw">draw</a></li><li data-type='method'><a href="Renderer.html#init">init</a></li><li data-type='method'><a href="Renderer.html#removeObject">removeObject</a></li><li data-type='method'><a href="Renderer.html#runClientStep">runClientStep</a></li><li data-type='method'><a href="Renderer.html#stop">stop</a></li></ul></li><li><a href="Serializer.html">Serializer</a><ul class='methods'><li data-type='method'><a href="Serializer.html#.typeCanAssign">typeCanAssign</a></li><li data-type='method'><a href="Serializer.html#addCustomType">addCustomType</a></li><li data-type='method'><a href="Serializer.html#registerClass">registerClass</a></li></ul></li><li><a href="ServerEngine.html">ServerEngine</a><ul class='methods'><li data-type='method'><a href="ServerEngine.html#gameStatus">gameStatus</a></li></ul></li><li><a href="SimplePhysicsEngine.html">SimplePhysicsEngine</a></li><li><a href="ThreeVector.html">ThreeVector</a><ul class='methods'><li data-type='method'><a href="ThreeVector.html#add">add</a></li><li data-type='method'><a href="ThreeVector.html#clone">clone</a></li><li data-type='method'><a href="ThreeVector.html#copy">copy</a></li><li data-type='method'><a href="ThreeVector.html#getBendingDelta">getBendingDelta</a></li><li data-type='method'><a href="ThreeVector.html#length">length</a></li><li data-type='method'><a href="ThreeVector.html#lerp">lerp</a></li><li data-type='method'><a href="ThreeVector.html#multiplyScalar">multiplyScalar</a></li><li data-type='method'><a href="ThreeVector.html#normalize">normalize</a></li><li data-type='method'><a href="ThreeVector.html#set">set</a></li><li data-type='method'><a href="ThreeVector.html#subtract">subtract</a></li><li data-type='method'><a href="ThreeVector.html#toString">toString</a></li></ul></li><li><a href="Trace.html">Trace</a></li><li><a href="TwoVector.html">TwoVector</a><ul class='methods'><li data-type='method'><a href="TwoVector.html#add">add</a></li><li data-type='method'><a href="TwoVector.html#clone">clone</a></li><li data-type='method'><a href="TwoVector.html#copy">copy</a></li><li data-type='method'><a href="TwoVector.html#getBendingDelta">getBendingDelta</a></li><li data-type='method'><a href="TwoVector.html#length">length</a></li><li data-type='method'><a href="TwoVector.html#lerp">lerp</a></li><li data-type='method'><a href="TwoVector.html#multiplyScalar">multiplyScalar</a></li><li data-type='method'><a href="TwoVector.html#normalize">normalize</a></li><li data-type='method'><a href="TwoVector.html#set">set</a></li><li data-type='method'><a href="TwoVector.html#subtract">subtract</a></li><li data-type='method'><a href="TwoVector.html#toString">toString</a></li></ul></li></ul><h3 class="events">Events</h3><ul><li><a href="GameEngine.html#event:client__postStep">client__postStep</a></li><li><a href="GameEngine.html#event:client__preStep">client__preStep</a></li><li><a href="GameEngine.html#event:client__processInput">client__processInput</a></li><li><a href="GameEngine.html#event:client__slowFrameRate">client__slowFrameRate</a></li><li><a href="GameEngine.html#event:client__stepReset">client__stepReset</a></li><li><a href="GameEngine.html#event:client__syncReceived">client__syncReceived</a></li><li><a href="GameEngine.html#event:objectAdded">objectAdded</a></li><li><a href="GameEngine.html#event:objectDestroyed">objectDestroyed</a></li><li><a href="GameEngine.html#event:playerDisconnected">playerDisconnected</a></li><li><a href="GameEngine.html#event:playerJoined">playerJoined</a></li><li><a href="GameEngine.html#event:postStep">postStep</a></li><li><a href="GameEngine.html#event:preStep">preStep</a></li><li><a href="GameEngine.html#event:processInput">processInput</a></li><li><a href="GameEngine.html#event:server__inputReceived">server__inputReceived</a></li><li><a href="GameEngine.html#event:server__playerDisconnected">server__playerDisconnected</a></li><li><a href="GameEngine.html#event:server__playerJoined">server__playerJoined</a></li><li><a href="GameEngine.html#event:server__postStep">server__postStep</a></li><li><a href="GameEngine.html#event:server__preStep">server__preStep</a></li><li><a href="GameEngine.html#event:server__processInput">server__processInput</a></li><li><a href="GameEngine.html#event:start">start</a></li><li><a href="GameEngine.html#event:syncReceived">syncReceived</a></li></ul>
</nav>
<div id="main">
<h1 class="page-title">serialize/GameObject.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>import Serializable from './Serializable';
import BaseTypes from './BaseTypes';
/**
* GameObject is the base class of all game objects.
* It is created only for the purpose of clearly defining the game
* object interface.
* Game developers will use one of the subclasses such as DynamicObject,
* or PhysicalObject.
*/
class GameObject extends Serializable {
static get netScheme() {
return {
id: { type: BaseTypes.TYPES.INT32 }
};
}
/**
* Creates an instance of a game object.
* @param {GameEngine} gameEngine - the gameEngine this object will be used in
* @param {Object} options - options for instantiation of the GameObject
* @param {Number} id - if set, the new instantiated object will be set to this id instead of being generated a new one. Use with caution!
*/
constructor(gameEngine, options) {
super();
/**
* The gameEngine this object will be used in
* @member {GameEngine}
*/
this.gameEngine = gameEngine;
/**
* ID of this object's instance.
* There are three cases of instance creation which can occur:
* 1. In the normal case, the constructor is asked to assign an ID which is unique
* across the entire game world, including the server and all the clients.
* 2. In extrapolation mode, the client may have an object instance which does not
* yet exist on the server, these objects are known as shadow objects. Their IDs must
* be allocated from a different range.
* 3. Also, temporary objects are created on the client side each time a sync is received.
* These are used for interpolation purposes and as bending targets of position, velocity,
* angular velocity, and orientation. In this case the id will be set to null.
* @member {Number}
*/
this.id = null;
if (options && 'id' in options)
this.id = options.id;
else if (this.gameEngine)
this.id = this.gameEngine.world.getNewId();
this.components = {};
}
/**
* Called after the object is added to to the game world.
* This is the right place to add renderer sub-objects, physics sub-objects
* and any other resources that should be created
* @param {GameEngine} gameEngine the game engine
*/
onAddToWorld(gameEngine) {}
/**
* Called after the object is removed from game-world.
* This is where renderer sub-objects and any other resources should be freed
* @param {GameEngine} gameEngine the game engine
*/
onRemoveFromWorld(gameEngine) {}
/**
* Formatted textual description of the game object.
* @return {String} description - a string description
*/
toString() {
return `game-object[${this.id}]`;
}
/**
* Formatted textual description of the game object's current bending properties.
* @return {String} description - a string description
*/
bendingToString() {
return 'no bending';
}
saveState(other) {
this.savedCopy = (new this.constructor(this.gameEngine, { id: null }));
this.savedCopy.syncTo(other ? other : this);
}
/**
* Bending is defined as the amount of correction that will be applied
* on the client side to a given object's physical attributes, incrementally,
* by the time the next server broadcast is expected to arrive.
*
* When this percentage is 0.0, the client ignores the server object's value.
* When this percentage is 1.0, the bending is taken from the synchronization.
*
* The GameObject bending attribute is implemented as a getter, and can provide
* distinct values for:
* position: { percent, min, max }
* velocity: { percent, min, max }
* angle: { percent, min, max }
* angularVelocity: { percent, min, max }
*
* in each case, you can also provide overrides for local objects,
* these attributes will be called, respectively, positionLocal, velocityLocal,
* angleLocal, angularVelocityLocal.
* @memberof GameObject
* @member {Object} bending
*/
get bending() {
return {
position: { percent: 1.0, min: 0.0 },
velocity: { percent: 0.0, min: 0.0 },
angularVelocity: { percent: 0.0 },
angleLocal: { percent: 1.0 }
};
}
// TODO:
// rather than pass worldSettings on each bend, they could
// be passed in on the constructor just once.
bendToCurrentState(bending, worldSettings, isLocal, bendingIncrements) {
if (this.savedCopy) {
this.bendToCurrent(this.savedCopy, bending, worldSettings, isLocal, bendingIncrements);
}
this.savedCopy = null;
}
bendToCurrent(original, bending, worldSettings, isLocal, bendingIncrements) {
}
/**
* synchronize this object to the state of an other object
* @param {GameObject} other the other object to synchronize to
*/
syncTo(other) {
super.syncTo(other);
}
// copy physical attributes to physics sub-object
refreshToPhysics() {}
// copy physical attributes from physics sub-object
refreshFromPhysics() {}
// apply a single bending increment
applyIncrementalBending() { }
// clean up resources
destroy() {}
addComponent(componentInstance) {
componentInstance.parentObject = this;
this.components[componentInstance.constructor.name] = componentInstance;
// a gameEngine might not exist if this class is instantiated by the serializer
if (this.gameEngine) {
this.gameEngine.emit('componentAdded', this, componentInstance);
}
}
removeComponent(componentName) {
// todo cleanup of the component ?
delete this.components[componentName];
// a gameEngine might not exist if this class is instantiated by the serializer
if (this.gameEngine) {
this.gameEngine.emit('componentRemoved', this, componentName);
}
}
/**
* Check whether this game object has a certain component
* @param componentClass the comp
* @returns {Boolean} true if the gameObject contains this component
*/
hasComponent(componentClass) {
return componentClass.name in this.components;
}
getComponent(componentClass) {
return this.components[componentClass.name];
}
}
export default GameObject;
</code></pre>
</article>
</section>
</div>
<br class="clear">
<footer>
Did you find a mistake? Do you have an improvement? <a href="https://github.com/lance-gg/lance/issues">Let us know!</a>
</footer>
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','https://www.google-analytics.com/analytics.js','ga');
ga('create', 'UA-88335360-1', 'auto');
ga('send', 'pageview');
</script>
<script src="https://use.typekit.net/lai1bbe.js"></script>
<script>try{Typekit.load({ async: true });}catch(e){}</script>
<script src="//cdnjs.cloudflare.com/ajax/libs/highlight.js/9.8.0/highlight.min.js"></script>
<script>hljs.initHighlightingOnLoad();</script>
<script src="scripts/linenumber.js"></script>
</body>
</html>