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Merge pull request #27 from stucampbell/master
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More integration
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dylanbeattie committed Jun 4, 2011
2 parents f1aabfa + adba68f commit 0f28cdc
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Showing 3 changed files with 29 additions and 9 deletions.
10 changes: 10 additions & 0 deletions public/index.html
Expand Up @@ -7,6 +7,15 @@

<body>
<a id="join" href="#">Join</a>

<div id="container">
<div id="arena"></div>
<div id="playerLayer"></div>
<div id="holding"></div>
</div>



<script src="js/libs/jquery-1.6.1.js"></script>
<script src="js/libs/socket.io.min.js"></script>
<script src="js/libs/jquery.hotkeys.js"></script>
Expand All @@ -16,6 +25,7 @@
<script src="js/game/kaboom.socket.js"></script>
<script src="js/game/kaboom.game.js"></script>
<script src="js/game/kaboom.player.js"></script>
<script src="js/game/kaboom.renderer.js"></script>
<script src="js/game/level.js"></script>
<script type="text/javascript">
$(function(){
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23 changes: 17 additions & 6 deletions public/js/game/client.js
Expand Up @@ -12,12 +12,8 @@ KaboomClient.prototype = {
var that = this;


/*
setInterval(function(){
game.update();
that.draw(game);
}, 1000/this.fps);
*/




},
Expand Down Expand Up @@ -96,6 +92,21 @@ KaboomClient.prototype = {

$(document).bind('keydown', this.onKeyDown.bind(this));
$(document).bind('keyup', this.onKeyUp.bind(this));

var renderingTargets = {
arena: $('#arena'),
playerLayer: $('#playerLayer'),
holding: $('#holding')
};

var renderer = new KaboomRenderer(renderingTargets, window.game);

setInterval(function(){
window.game.update();
renderer.update();
}, 1000/this.fps);



}
};
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5 changes: 2 additions & 3 deletions public/js/game/kaboom.game.js
Expand Up @@ -24,9 +24,8 @@ KaboomGame.prototype = {
copyStateFrom : function(gameState) {
this.DISTANCE = gameState.DISTANCE;
this.TILE_SIZE = gameState.TILE_SIZE;
if (this.level && gameState.level && this.level.copyStateFrom) {
this.level.copyStateFrom(gameState.level);
}
this.level = this.level || new Level();
this.level.copyStateFrom(gameState.level);
for (var i = 0; i < gameState.players.length; i++) {
this.findPlayer(gameState.players[i]).copyStateFrom(gameState.players[i]);
}
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