1 /** 2 * The Render Engine 3 * Network Position Component 4 * 5 * @fileoverview A simple component which uses the provided socket 6 * to transmit the location of the game object to the server. 7 * 8 * @author: Brett Fattori (brettf@renderengine.com) 9 * @author: $Author: bfattori $ 10 * @version: $Revision: 1555 $ 11 * 12 * Copyright (c) 2011 Brett Fattori (brettf@renderengine.com) 13 * 14 * Permission is hereby granted, free of charge, to any person obtaining a copy 15 * of this software and associated documentation files (the "Software"), to deal 16 * in the Software without restriction, including without limitation the rights 17 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 18 * copies of the Software, and to permit persons to whom the Software is 19 * furnished to do so, subject to the following conditions: 20 * 21 * The above copyright notice and this permission notice shall be included in 22 * all copies or substantial portions of the Software. 23 * 24 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 25 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 26 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 27 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 28 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 29 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 30 * THE SOFTWARE. 31 * 32 */ 33 34 // The class this file defines and its required classes 35 R.Engine.define({ 36 "class":"R.components.logic.NetworkClientPosition", 37 "requires":[ 38 "R.components.Logic" 39 ] 40 }); 41 42 /** 43 * @class A very simple example component which sends the game object's 44 * client position in the world using a web socket. You will need a 45 * valid socket and a running server to use this component. 46 * 47 * @param name {String} The name of the component 48 * @param [priority=1.0] {Number} The priority of the component 49 * @extends R.components.Logic 50 * @constructor 51 * @description Create a notifier component 52 */ 53 R.components.logic.NetworkClientPosition = function () { 54 "use strict"; 55 return R.components.Logic.extend(/** @scope R.components.logic.NetworkClientPosition.prototype */{ 56 57 socket:null, 58 nextInterval:0, 59 interval:0, 60 61 constructor:function (socket, interval) { 62 this.socket = null; 63 this.nextInterval = 0; 64 this.interval = interval || 20; 65 }, 66 67 execute:function (renderContext, time, dt) { 68 // Like to keep this from flooding the server 69 if (time > this.nextInterval) { 70 // Get the position of the game object 71 var pos = this.getGameObject().getPosition(); 72 73 // Range on either axis is -32767 - 32767 74 var signX = pos.x < 0 ? 1 : 0, signY = pos.y < 0 ? 1 : 0; 75 var cPos = Math.abs(pos.x) << 16; 76 cPos += Math.abs(pos.y) + ((signX << 31) + (signY << 15)); 77 78 // Encode in 4 bytes 79 var sPos = String.fromCharCode((cPos & 0xff000000) >> 24, 80 (cPos & 0xff0000) >> 16, 81 (cPos & 0xff00) >> 8, 82 (cPos & 0xff)); 83 84 // Transmit 85 this.socket.send("p:" + sPos); 86 this.nextInterval = time + this.interval; 87 } 88 } 89 }); 90 }; 91