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authorubq323 <ubq323@ubq323.website>2023-06-18 22:28:37 +0100
committerubq323 <ubq323@ubq323.website>2023-06-18 22:28:37 +0100
commitf55c9f415a081a175e48b51db894f23e59ce47a2 (patch)
treeee63f98d5c4f1a2a11e9800ced9c2861eb3085a7 /client
parent598bd4332deddd5f4c506689cbd136f495835ea7 (diff)
fix line lengths
Diffstat (limited to 'client')
-rw-r--r--client/chunk.lua6
-rw-r--r--client/drawing.lua3
-rw-r--r--client/drawing2.lua19
-rw-r--r--client/game.lua37
-rw-r--r--client/main.lua3
-rw-r--r--client/movement.lua10
-rw-r--r--client/profile.lua5
-rw-r--r--client/util.lua2
8 files changed, 57 insertions, 28 deletions
diff --git a/client/chunk.lua b/client/chunk.lua
index 73fe949..f02277c 100644
--- a/client/chunk.lua
+++ b/client/chunk.lua
@@ -12,8 +12,10 @@ end
local function tile_to_vattr(tile)
-- for now tiles are always numbers
-- so this just returns the input
- -- this function might move to drawing.lua once it does something less trivial
- assert(type(tile) == "number","can't send non-numerical tile to gpu")
+ -- this function might move to drawing.lua
+ -- once it does something less trivial
+ assert(type(tile) == "number",
+ "can't send non-numerical tile to gpu")
return tile
end
function ChunkC.imesh_from_chunk_data(the_chunk)
diff --git a/client/drawing.lua b/client/drawing.lua
index e7cb45e..7e9b779 100644
--- a/client/drawing.lua
+++ b/client/drawing.lua
@@ -65,7 +65,8 @@ local function draw_hex(cpos,color,zoom)
love.graphics.polygon("fill",_corners)
if zoom > zthr0 then
love.graphics.setLineWidth(0.1)
- love.graphics.setColor(0,0,0,zoom>zthr1 and 1 or (zoom-zthr0)/(zthr1-zthr0))
+ local a = zoom > zthr1 and 1 or (zoom-zthr0)/(zthr1-zthr0)
+ love.graphics.setColor(0,0,0, a)
love.graphics.polygon("line",_corners)
end
end
diff --git a/client/drawing2.lua b/client/drawing2.lua
index c894e4c..800df78 100644
--- a/client/drawing2.lua
+++ b/client/drawing2.lua
@@ -21,8 +21,12 @@ do
local function ve(n,f) return {cos(th(n)),sin(th(n)), f} end
local function vi(n,f) return {ri*cos(th(n)),ri*sin(th(n)), f} end
local function vo(n,f) return {ro*cos(th(n)),ro*sin(th(n)), f} end
- local function apv(...) for _,x in ipairs({...}) do table.insert(vertices,x) end end
- local function apm(...) for _,x in ipairs({...}) do table.insert(map,x) end end
+ local function apv(...)
+ for _,x in ipairs({...}) do table.insert(vertices,x) end
+ end
+ local function apm(...)
+ for _,x in ipairs({...}) do table.insert(map,x) end
+ end
vertices[1] = {0,0, 1}
for n=0,5 do apv(ve(n,1)) end
@@ -88,7 +92,9 @@ vec4 position(mat4 transform_projection, vec4 vertex_position)
{
- vec2 instance_pos = vec2( floor(love_InstanceID/CHUNK_SIZE), mod(love_InstanceID, CHUNK_SIZE) );
+ vec2 instance_pos = vec2(
+ floor(love_InstanceID/CHUNK_SIZE),
+ mod(love_InstanceID, CHUNK_SIZE) );
vertex_position.xy += hex_to_pos * instance_pos;
float a = clamp( (zoom-zthr0)/zthrd, 0, 1);
@@ -104,7 +110,8 @@ vec4 position(mat4 transform_projection, vec4 vertex_position)
#pragma language glsl3
varying vec4 tcol;
-vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords)
+vec4 effect(vec4 color, Image tex,
+ vec2 texture_coords, vec2 screen_coords)
{
// return vec4(tcol.xyz,0.5);
return tcol;
@@ -133,7 +140,9 @@ local function draw_map(camera,map)
local tl = htl:to_pos()
local br = hbr:to_pos()
- if br.x < cam_tl.x or cam_br.x < tl.x or br.y < cam_tl.y or cam_br.y < tl.y then
+ if br.x < cam_tl.x or cam_br.x < tl.x
+ or br.y < cam_tl.y or cam_br.y < tl.y
+ then
-- definitely not visible on screen
-- this does not catch every single nonvisible chunk
goto next
diff --git a/client/game.lua b/client/game.lua
index c5cdffb..2c259a6 100644
--- a/client/game.lua
+++ b/client/game.lua
@@ -115,6 +115,10 @@ local function draw_player(pl,islocal)
love.graphics.setColor(0.5,0,0)
love.graphics.circle("line",pl.pos.x,pl.pos.y,PLAYER_SIZE)
end
+
+ if pl.username then
+ util.print_good(pl.username, pl.pos.x, pl.pos.y)
+ end
end
local remote_players = {}
@@ -122,7 +126,8 @@ local remote_players = {}
local function update_local_player(pl,dt)
local SPEED = 8*math.sqrt(3) -- 8 hexagonheights per second
- if love.keyboard.isDown("lshift") or love.keyboard.isScancodeDown'kpenter' then
+ if love.keyboard.isDown("lshift")
+ or love.keyboard.isScancodeDown'kpenter' then
SPEED = SPEED*2
end
local function kd(codes)
@@ -145,7 +150,10 @@ local function update_local_player(pl,dt)
dy = dy * (math.sqrt(3)/2)
end
- local try_pos = Pos:make(pl.pos.x + SPEED*dt*dx, pl.pos.y + SPEED*dt*dy)
+ local try_pos = Pos:make(
+ pl.pos.x + SPEED*dt*dx,
+ pl.pos.y + SPEED*dt*dy
+ )
pl.pos = movement.collide_with_terrain(pl.pos,try_pos,map)
-- pl.pos = try_pos
pl.pos_dirty = true
@@ -180,7 +188,10 @@ local function handle_net()
-- if op ~= "chunk" then print(ev.channel,ev.data) end
if op == "join" then
local pl = j.pl
- remote_players[pl.id] = {pos=coords.Pos:make(pl.x,pl.y),color=pl.color,id=pl.id}
+ remote_players[pl.id] = {
+ pos=coords.Pos:make(pl.x,pl.y),
+ color=pl.color, id=pl.id
+ }
msgbox.add(pl.id.." joined")
elseif op == "leave" then
local id = j.id
@@ -193,7 +204,10 @@ local function handle_net()
remote_players[id].pos.y = y
elseif op == "you" then
local pl = j.pl
- local_player = {pos=coords.Pos:make(pl.x,pl.y),color=pl.color,id=pl.id}
+ local_player = {
+ pos=coords.Pos:make(pl.x,pl.y),
+ color=pl.color, id=pl.id, username=pl.username
+ }
elseif op == "chunk" then
local ch = ChunkC:from_packet_data(j)
map:add_chunk(ch)
@@ -217,7 +231,8 @@ local function update(dt)
-- mouse input (place/mine)
local msx,msy = love.mouse.getPosition()
- local mh = camera:screen_to_world(Pos:make(msx,msy)):to_hex():round()
+ 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)
@@ -237,9 +252,10 @@ local function update(dt)
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
+ -- todo maybe: instead of immedately unloading chunks when we
+ -- move away, instead have some kind of 'last near' time, so
+ -- that if the 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)
@@ -305,7 +321,8 @@ local function draw()
"mh "..tostring(hm).." "..tostring(hm:round()),
"",
"pw "..tostring(local_player.pos),
- "ph "..tostring(local_player.pos:to_hex()).." "..tostring(local_player.pos:to_hex():round()),
+ "ph "..tostring(local_player.pos:to_hex()).." "
+ ..tostring(local_player.pos:to_hex():round()),
"",
"voob "..tostring(camera.zoom),
"",
@@ -374,8 +391,6 @@ function SCENE.load(_username)
host = enet.host_create()
peer = host:connect(SERVER_HOSTNAME..":8473",2)
username = _username
- print("got username",_username)
-
end
function SCENE.quit()
diff --git a/client/main.lua b/client/main.lua
index 7388c67..f68ff79 100644
--- a/client/main.lua
+++ b/client/main.lua
@@ -27,7 +27,8 @@ function titlescene.draw()
love.graphics.print("enter username: ",40,120)
love.graphics.setColor(0,0,0,0.8)
- love.graphics.rectangle('fill', 60,150, 3+normal_font:getWidth(username), 15)
+ love.graphics.rectangle('fill', 60,150,
+ 3+normal_font:getWidth(username), 15)
love.graphics.setColor(1,1,1)
love.graphics.print(username, 60, 150)
diff --git a/client/movement.lua b/client/movement.lua
index 2aa870b..5cc6b85 100644
--- a/client/movement.lua
+++ b/client/movement.lua
@@ -10,8 +10,6 @@ local function clamp(x,minv,maxv)
return math.min(math.max(x,minv),maxv)
end
-
-
-- https://iquilezles.org/articles/distgradfunctions2d/
local function iqz_hex_sdgf(px,py, r)
local kx,ky,kz = -0.866025404,0.5,0.577350269
@@ -42,7 +40,6 @@ local function iqz_hex_sdgf(px,py, r)
end
-
-- rotate by 30 degrees
local c30,s30 = math.cos(math.rad(30)), math.sin(math.rad(30))
local function t_in(x,y) return c30*x-s30*y, s30*x+c30*y end
@@ -65,7 +62,8 @@ local function hex_sdgf(pos, hex)
end
local PLAYER_SIZE = require"common.constants".PLAYER_SIZE
-local function collide_with_terrain(old_pos, try_pos, map, tries_remaining)
+local function collide_with_terrain(old_pos, try_pos, map,
+ tries_remaining)
tries_remaining = tries_remaining or 3
if tries_remaining <= 0 then return old_pos end
local try_h = try_pos:to_hex():round()
@@ -77,7 +75,9 @@ local function collide_with_terrain(old_pos, try_pos, map, tries_remaining)
local push_dist = PLAYER_SIZE - d
local push_dir = Pos:make(gx,gy)
local new_try_pos = try_pos + (push_dist*push_dir)
- return collide_with_terrain(old_pos,new_try_pos,map,tries_remaining-1)
+ return collide_with_terrain(
+ old_pos, new_try_pos, map, tries_remaining - 1
+ )
end
end
end
diff --git a/client/profile.lua b/client/profile.lua
index 47a9806..5ed5b2a 100644
--- a/client/profile.lua
+++ b/client/profile.lua
@@ -1,7 +1,10 @@
local profile = require"jit.profile"
local function start(period,file)
local function cb(thread,samples,vmstate)
- file:write(profile.dumpstack(thread,"pF;l;",-100), vmstate, " ", samples, "\n")
+ file:write(
+ profile.dumpstack(thread,"pF;l;",-100),
+ vmstate, " ", samples, "\n"
+ )
end
profile.start("vli"..tonumber(period), cb)
end
diff --git a/client/util.lua b/client/util.lua
index efeac31..2c7d90a 100644
--- a/client/util.lua
+++ b/client/util.lua
@@ -7,8 +7,6 @@ local function print_good(str,x,y)
local W,H = love.graphics.getDimensions()
if x == "center" then x = (W/2)-(w/2) end
if y == "center" then y = (H/2)-(h/2) end
- if x < 0 then x = W-w-(-x)+1 end
- if y < 0 then y = H-h-(-y)+1 end
love.graphics.setColor(0,0,0,0.8)
love.graphics.rectangle("fill",x,y,w,h)
love.graphics.setColor(1,1,1)