diff options
author | ubq323 <ubq323@ubq323.website> | 2023-03-15 01:00:48 +0000 |
---|---|---|
committer | ubq323 <ubq323@ubq323.website> | 2023-03-15 01:02:44 +0000 |
commit | 0927f9297c06525a453b4aad44fa4c2916c75906 (patch) | |
tree | 7eee8c524c3f8889896b49b5b47de32fd117da93 | |
parent | 805b312daccfa6d21a2169fea7fbd38bad9fcd8b (diff) |
refactor game.lua somewhat, use state machinish thing for connecting, instead of `if local_player` guards everywhere
-rw-r--r-- | client/game.lua | 128 |
1 files changed, 70 insertions, 58 deletions
diff --git a/client/game.lua b/client/game.lua index 3445bd7..fd4ade9 100644 --- a/client/game.lua +++ b/client/game.lua @@ -163,54 +163,8 @@ function SCENE.wheelmoved(dx,dy) camera.zoom = math.max(2.5,math.min(50,camera.zoom)) end -function SCENE.update(dt) - msgbox.update(dt) - if ui_mode == "normal" then - - -- movement and zoom in/out (keyboard input) - if local_player then - update_local_player(local_player,dt) - sync_local_player(local_player) - end - - -- mouse input - local msx,msy = love.mouse.getPosition() - local mh = camera:screen_to_world(Pos:make(msx,msy)):to_hex():round() - if map:at(mh) == 0 and love.mouse.isDown(1) then - map:set_at(mh,selected_tile) - send_settile(mh,selected_tile) - elseif map:at(mh) ~= 0 and love.mouse.isDown(2) then - map:set_at(mh,0) - send_settile(mh,0) - end - end - - -- load and unload chunks - if local_player then - local player_cp = local_player.pos:to_hex():containing_chunk() - -- load chunks near to player (within 3x3 square) - for _,cp in ipairs(player_cp:neighborhood()) do - if map:chunk(cp) == nil then - map:mark_chunk_loading(cp) - peer:send(json.encode{t="reqchunk",u=cp.u,v=cp.v}) - end - end - - -- unload chunks not near player - -- todo maybe: instead of immediately unloading chunks when we move away, - -- have some kind of 'last near' time, so that if player is moving back and forth, - -- we don't repeatedly unload and reload a given chunk - local to_remove = {} - for cp in map:iter_chunks() do - local d = player_cp:orth_dist(cp) - if d > 1 then - map:remove_chunk(cp) - end - end - - end - +local function handle_net() -- handle network packets repeat local ev = host:service() @@ -249,21 +203,61 @@ function SCENE.update(dt) until not ev end -function SCENE.draw() +local function update(dt) + msgbox.update(dt) + if ui_mode == "normal" then + -- movement + update_local_player(local_player,dt) + sync_local_player(local_player) + + -- mouse input (place/mine) + local msx,msy = love.mouse.getPosition() + local mh = camera:screen_to_world(Pos:make(msx,msy)):to_hex():round() + if map:at(mh) == 0 and love.mouse.isDown(1) then + map:set_at(mh,selected_tile) + send_settile(mh,selected_tile) + elseif map:at(mh) ~= 0 and love.mouse.isDown(2) then + map:set_at(mh,0) + send_settile(mh,0) + end + end + + -- load and unload chunks + local player_cp = local_player.pos:to_hex():containing_chunk() + -- load chunks near to player (within 3x3 square) + for _,cp in ipairs(player_cp:neighborhood()) do + if map:chunk(cp) == nil then + map:mark_chunk_loading(cp) + peer:send(json.encode{t="reqchunk",u=cp.u,v=cp.v}) + end + end + -- unload chunks not near player + -- todo maybe: instead of immediately unloading chunks when we move away, + -- have some kind of 'last near' time, so that if player is moving back and forth, + -- we don't repeatedly unload and reload a given chunk + local to_remove = {} + for cp in map:iter_chunks() do + local d = player_cp:orth_dist(cp) + if d > 1 then + map:remove_chunk(cp) + end + end + + + handle_net() +end + +local function draw() love.graphics.clear(1,1,1) love.graphics.origin() - if local_player then - camera.pos = local_player.pos - end + + camera.pos = local_player.pos camera:apply_trans() -- drawing.draw_map(camera,map) drawing2.draw_map(camera,map) - - if local_player then - draw_player(local_player,true) - end + draw_player(local_player,true) for _,pl in pairs(remote_players) do draw_player(pl) end @@ -335,8 +329,28 @@ function SCENE.draw() love.graphics.setColor(0.8,0.8,0.8) love.graphics.line(tw,y,tw,y+th) end +end - +local connected = false +function SCENE.update(dt) + if connected then + return update(dt) + else + handle_net() + if peer:state() == "connected" and local_player then + connected = true + msgbox.add("connected to "..SERVER_HOSTNAME..":8473") + msgbox.add("press F1 for controls help") + end + end +end +function SCENE.draw() + if connected then + return draw() + else + love.graphics.clear(1,1,1) + love.graphics.print("connecting...",10,10) + end end function SCENE.load() @@ -344,8 +358,6 @@ function SCENE.load() -- require"profile".start(10,io.open("./trace","w")) host = enet.host_create() peer = host:connect(SERVER_HOSTNAME..":8473",2) - msgbox.add("connected to "..SERVER_HOSTNAME..":8473") - msgbox.add("press F1 for controls help") end function SCENE.quit() |