1
|
|
|
'use strict'; |
2
|
|
|
|
3
|
|
|
angular |
4
|
|
|
.module('game') |
5
|
|
|
.controller('main-loop', ['$scope', |
6
|
|
|
'$interval', |
7
|
|
|
'$timeout', |
8
|
|
|
'savegame', |
9
|
|
|
'state', |
10
|
|
|
function($scope, $interval, $timeout, savegame, state) { |
11
|
|
|
$scope.state = state; |
12
|
|
|
|
13
|
|
|
let self = this; |
14
|
|
|
let playerCopy = null; |
15
|
|
|
|
16
|
|
|
/** |
17
|
|
|
* Polyfill for Object.values from the TS39 Proposal. Reflect.ownKeys |
18
|
|
|
* swapped out for an equivalent using Object instead. Placing it here so |
19
|
|
|
* it'll fire before it's needed in ct_matter, and at the top of this |
20
|
|
|
* controller so it'll only fire once. |
21
|
|
|
* |
22
|
|
|
* Polyfill: https://github.com/tc39/proposal-object-values-entries |
23
|
|
|
* Reflect.ownKeys Alternative: |
24
|
|
|
* https://stackoverflow.com/questions/34449045/what-is-the-difference-between-reflect-ownkeysobj-and-object-keysobj |
25
|
|
|
*/ |
26
|
|
|
const reduce = Function.bind.call(Function.call, Array.prototype.reduce); |
27
|
|
|
const isEnumerable = Function.bind.call(Function.call, Object.prototype.propertyIsEnumerable); |
28
|
|
|
const concat = Function.bind.call(Function.call, Array.prototype.concat); |
29
|
|
|
const keys = (target) => Object.getOwnPropertyNames(target).concat(Object.getOwnPropertySymbols(target)); |
30
|
|
|
// const keys = Reflect.ownKeys; |
31
|
|
|
|
32
|
|
|
if (!Object.values) { |
33
|
|
|
Object.values = function values(O) { |
|
|
|
|
34
|
|
|
return reduce(keys(O), (v, k) => concat(v, typeof k === 'string' && isEnumerable(O, k) ? [O[k]] : []), []); |
35
|
|
|
}; |
36
|
|
|
} |
37
|
|
|
|
38
|
|
|
if (!Object.entries) { |
39
|
|
|
Object.entries = function entries(O) { |
|
|
|
|
40
|
|
|
return reduce(keys(O), (e, k) => concat(e, typeof k === 'string' && isEnumerable(O, k) ? [[k, O[k]]] : []), []); |
41
|
|
|
}; |
42
|
|
|
} |
43
|
|
|
/** End Polyfill */ |
44
|
|
|
|
45
|
|
|
self.update = function() { |
46
|
|
|
// do the update in a copy |
47
|
|
|
playerCopy = angular.copy(state.player); |
48
|
|
|
|
49
|
|
|
state.update(playerCopy); |
50
|
|
|
|
51
|
|
|
// and update all at once |
52
|
|
|
state.player = playerCopy; |
53
|
|
|
|
54
|
|
|
$timeout(self.update, 1000); |
55
|
|
|
}; |
56
|
|
|
|
57
|
|
|
self.startup = function() { |
58
|
|
|
savegame.load(); |
59
|
|
|
state.loading = false; |
60
|
|
|
$timeout(self.update, 1000); |
61
|
|
|
$interval(savegame.save, 10000); |
62
|
|
|
}; |
63
|
|
|
|
64
|
|
|
$timeout(self.startup); |
65
|
|
|
} |
66
|
|
|
]); |
67
|
|
|
|