|
1 |
| -function runGame (game, render, getInput, renderLag) { |
| 1 | +;window.gamesync = (function(){ |
2 | 2 | 'use strict';
|
3 |
| - var socket = io.connect (document.URL); |
4 |
| - |
5 |
| - if (typeof renderLag === 'undefined') renderLag = 0; |
6 |
| - |
7 |
| - socket.on ('connect', function () { |
8 |
| - var inputId = null; |
9 |
| - var latestInput = game.defaultInput; |
10 |
| - var storedInputs = []; |
11 |
| - |
12 |
| - socket.on ('message', function (data) { |
13 |
| - if (data.error) { |
14 |
| - alert (data.error); |
15 |
| - return; |
16 |
| - } |
17 |
| - if (data.notifyInputId) { |
18 |
| - inputId = data.notifyInputId; |
19 |
| - return; |
20 |
| - } |
21 |
| - |
22 |
| - var newInputTime = data.pastTime + data.knownInputs.length - 1; |
23 |
| - |
24 |
| - var readInput = getInput (); |
25 |
| - |
26 |
| - if (readInput) { |
27 |
| - latestInput = readInput; |
28 |
| - socket.json.send ({ |
29 |
| - input: readInput, |
30 |
| - time: newInputTime |
31 |
| - }); |
32 |
| - } |
33 | 3 |
|
34 |
| - storedInputs.unshift ({ |
35 |
| - input: latestInput, |
36 |
| - time: newInputTime |
37 |
| - }); |
| 4 | + return { |
| 5 | + runGame: function (game, render, getInput, renderLag) { |
| 6 | + var socket = io.connect (document.URL); |
| 7 | + |
| 8 | + if (typeof renderLag === 'undefined') renderLag = 0; |
| 9 | + |
| 10 | + socket.on ('connect', function () { |
| 11 | + var inputId = null; |
| 12 | + var latestInput = game.defaultInput; |
| 13 | + var storedInputs = []; |
| 14 | + |
| 15 | + socket.on ('message', function (data) { |
| 16 | + if (data.error) { |
| 17 | + alert (data.error); |
| 18 | + return; |
| 19 | + } |
| 20 | + if (data.notifyInputId) { |
| 21 | + inputId = data.notifyInputId; |
| 22 | + return; |
| 23 | + } |
| 24 | + |
| 25 | + var newInputTime = data.pastTime + data.knownInputs.length - 1; |
38 | 26 |
|
39 |
| - var frame = {}; |
40 |
| - frame.state = data.pastState; |
41 |
| - frame.time = data.pastTime; |
42 |
| - while (data.knownInputs.length > renderLag) { |
43 |
| - var frameInputs = data.knownInputs.pop(); |
44 |
| - for (var i = 0; i < storedInputs.length; ++i) { |
45 |
| - if (storedInputs[i].time === frame.time) { |
46 |
| - frameInputs[inputId] = storedInputs[i].input; |
47 |
| - break; |
| 27 | + var readInput = getInput (); |
| 28 | + |
| 29 | + if (readInput) { |
| 30 | + latestInput = readInput; |
| 31 | + socket.json.send ({ |
| 32 | + input: readInput, |
| 33 | + time: newInputTime |
| 34 | + }); |
| 35 | + } |
| 36 | + |
| 37 | + storedInputs.unshift ({ |
| 38 | + input: latestInput, |
| 39 | + time: newInputTime |
| 40 | + }); |
| 41 | + |
| 42 | + var frame = {}; |
| 43 | + frame.state = data.pastState; |
| 44 | + frame.time = data.pastTime; |
| 45 | + while (data.knownInputs.length > renderLag) { |
| 46 | + var frameInputs = data.knownInputs.pop(); |
| 47 | + for (var i = 0; i < storedInputs.length; ++i) { |
| 48 | + if (storedInputs[i].time === frame.time) { |
| 49 | + frameInputs[inputId] = storedInputs[i].input; |
| 50 | + break; |
| 51 | + } |
| 52 | + } |
| 53 | + frame.state = game.step (JSON.parse (JSON.stringify (frameInputs)), frame.state); |
| 54 | + frame.time++; |
48 | 55 | }
|
49 |
| - } |
50 |
| - frame.state = game.step (JSON.parse (JSON.stringify (frameInputs)), frame.state); |
51 |
| - frame.time++; |
52 |
| - } |
53 |
| - |
54 |
| - render (frame.state); |
55 |
| - |
56 |
| - // TODO Replace magic number with science number |
57 |
| - if (storedInputs.length > 50) storedInputs.pop (); |
58 |
| - }); |
59 |
| - }); |
60 |
| -} |
| 56 | + |
| 57 | + render (frame.state); |
| 58 | + |
| 59 | + // TODO Replace magic number with science number |
| 60 | + if (storedInputs.length > 50) storedInputs.pop (); |
| 61 | + }); |
| 62 | + }); |
| 63 | + } |
| 64 | + } |
| 65 | +})(); |
61 | 66 |
|
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