diff options
Diffstat (limited to 'pixel-client/src/game.rs')
-rw-r--r-- | pixel-client/src/game.rs | 344 |
1 files changed, 344 insertions, 0 deletions
diff --git a/pixel-client/src/game.rs b/pixel-client/src/game.rs new file mode 100644 index 00000000..7d8e466a --- /dev/null +++ b/pixel-client/src/game.rs @@ -0,0 +1,344 @@ +/* + Hurry Curry! - a game about cooking + Copyright 2024 metamuffin + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU Affero General Public License as published by + the Free Software Foundation, version 3 of the License only. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU Affero General Public License for more details. + + You should have received a copy of the GNU Affero General Public License + along with this program. If not, see <https://www.gnu.org/licenses/>. + +*/ +use crate::{ + helper::Vec2InterpolateExt, + render::{ + misc::MiscTextures, + sprite::{Sprite, SpriteDraw}, + AtlasLayout, SpriteRenderer, + }, + tilemap::Tilemap, +}; +use hurrycurry_protocol::{ + glam::{IVec2, Vec2}, + movement::MovementBase, + ClientGamedata, ItemIndex, ItemLocation, PacketC, PacketS, PlayerID, TileIndex, +}; +use log::{info, warn}; +use sdl2::{ + keyboard::{KeyboardState, Scancode}, + rect::Rect, +}; +use std::collections::{HashMap, HashSet, VecDeque}; + +pub struct Game { + data: ClientGamedata, + tiles: HashMap<IVec2, Tile>, + tilemap: Tilemap, + collision_map: HashSet<IVec2>, + players: HashMap<PlayerID, Player>, + my_id: PlayerID, + + camera_center: Vec2, + misc_textures: MiscTextures, + item_sprites: Vec<Sprite>, + movement_send_cooldown: f32, + interacting: bool, + score: Score, +} + +#[derive(Debug, Default)] +pub struct Score { + points: i64, + demands_failed: usize, + demands_completed: usize, + time_remaining: f32, +} + +pub struct Tile { + _kind: TileIndex, + item: Option<Item>, +} + +pub struct Player { + movement: MovementBase, + item: Option<Item>, + _name: String, + _character: i32, +} + +pub struct Item { + position: Vec2, + kind: ItemIndex, + progress: Option<(f32, bool)>, +} + +impl Game { + pub fn new(layout: &AtlasLayout) -> Self { + Self { + tiles: HashMap::new(), + players: HashMap::new(), + tilemap: Tilemap::default(), + my_id: PlayerID(0), + data: ClientGamedata::default(), + collision_map: HashSet::new(), + movement_send_cooldown: 0., + misc_textures: MiscTextures::init(layout), + item_sprites: Vec::new(), + interacting: false, + score: Score::default(), + camera_center: Vec2::ZERO, + } + } + + pub fn packet_in(&mut self, packet: PacketC, renderer: &mut SpriteRenderer) { + match packet { + PacketC::Init { id } => self.my_id = id, + PacketC::Data { data } => { + self.tilemap.init(&data.tile_names, renderer.atlas_layout()); + self.item_sprites = data + .item_names + .iter() + .map(|name| { + Sprite::new( + renderer + .atlas_layout() + .get(&format!("{name}+a")) + .copied() + .unwrap_or_else(|| { + warn!("no sprite for item {name:?}"); + Rect::new(0, 0, 32, 24) + }), + Vec2::new(0., 0.0), + 0.1, + ) + }) + .collect(); + self.data = data; + } + PacketC::UpdateMap { + tile, + kind, + neighbors, + } => { + if let Some(kind) = kind { + self.tiles.insert( + tile, + Tile { + _kind: kind, + item: None, + }, + ); + if self.data.tile_collide[kind.0] { + self.collision_map.remove(&tile); + } else { + self.collision_map.insert(tile); + } + } else { + self.tiles.remove(&tile); + self.collision_map.remove(&tile); + } + self.tilemap.set(tile, kind, neighbors); + } + PacketC::AddPlayer { + id, + position, + character, + name, + } => { + info!("add player {} {name:?}", id.0); + self.players.insert( + id, + Player { + _character: character, + _name: name, + item: None, + movement: MovementBase { + position, + facing: Vec2::X, + rotation: 0., + velocity: Vec2::ZERO, + boosting: false, + stamina: 0., + }, + }, + ); + } + PacketC::RemovePlayer { id } => { + info!("remove player {}", id.0); + self.players.remove(&id); + } + PacketC::Position { + player, + pos, + rot, + boosting, + } => { + if player != self.my_id { + if let Some(p) = self.players.get_mut(&player) { + p.movement.position = pos; + p.movement.rotation = rot; + p.movement.boosting = boosting; + } + } + } + PacketC::MoveItem { from, to } => *self.get_item(to) = self.get_item(from).take(), + PacketC::SetItem { location, item } => { + *self.get_item(location) = item.map(|kind| Item { + kind, + position: Vec2::ZERO, + progress: None, + }) + } + PacketC::SetProgress { + item, + progress, + warn, + } => { + self.get_item(item).as_mut().unwrap().progress = progress.map(|s| (s, warn)); + } + PacketC::Collide { + player: _, + force: _, + } => (), + PacketC::Communicate { .. } => { + // TODO + } + PacketC::ServerMessage { text: _ } => { + // TODO + } + PacketC::Score { + points, + demands_failed, + demands_completed, + time_remaining, + } => { + self.score.points = points; + self.score.demands_completed = demands_completed; + self.score.demands_failed = demands_failed; + self.score.time_remaining = time_remaining.unwrap_or(-1.); + } + PacketC::SetIngame { state: _, lobby: _ } => { + // TODO + } + PacketC::Error { message } => { + warn!("server error: {message:?}") + } + _ => (), + } + } + + pub fn get_item(&mut self, location: ItemLocation) -> &mut Option<Item> { + match location { + ItemLocation::Tile(pos) => &mut self.tiles.get_mut(&pos).unwrap().item, + ItemLocation::Player(pid) => &mut self.players.get_mut(&pid).unwrap().item, + } + } + + pub fn tick(&mut self, dt: f32, keyboard: &KeyboardState, packet_out: &mut VecDeque<PacketS>) { + let mut direction = IVec2::new( + keyboard.is_scancode_pressed(Scancode::D) as i32 + - keyboard.is_scancode_pressed(Scancode::A) as i32, + keyboard.is_scancode_pressed(Scancode::S) as i32 + - keyboard.is_scancode_pressed(Scancode::W) as i32, + ) + .as_vec2(); + let boost = keyboard.is_scancode_pressed(Scancode::K); + let interact = keyboard.is_scancode_pressed(Scancode::Space) + | keyboard.is_scancode_pressed(Scancode::J); + + if interact { + direction *= 0.; + } + + self.movement_send_cooldown -= dt; + let send_movement = self.movement_send_cooldown < 0.; + if send_movement { + self.movement_send_cooldown += 0.04 + } + + self.score.time_remaining -= dt; + self.score.time_remaining -= self.score.time_remaining.max(0.); + + if interact != self.interacting { + if interact { + packet_out.push_back(PacketS::Interact { + pos: Some(self.players[&self.my_id].movement.get_interact_target()), + }); + } else { + packet_out.push_back(PacketS::Interact { pos: None }); + } + self.interacting = interact; + } + + if let Some(player) = self.players.get_mut(&self.my_id) { + let movement_packet = player + .movement + .update(&self.collision_map, direction, boost, dt); + if send_movement { + packet_out.push_back(movement_packet); + } + + self.camera_center.exp_to(player.movement.position, dt * 5.); + } + + for (_pid, player) in &mut self.players { + if let Some(item) = &mut player.item { + item.position = player.movement.position + } + } + for (pos, tile) in &mut self.tiles { + if let Some(item) = &mut tile.item { + item.position = pos.as_vec2() + 0.5 + } + } + } + + pub fn draw(&self, ctx: &mut SpriteRenderer) { + ctx.set_view(-self.camera_center + (ctx.size / ctx.get_scale() / 2.), 1.); + + self.tilemap.draw(ctx); + + for p in self.players.values() { + ctx.draw_world(self.misc_textures.player.at(p.movement.position)); + if let Some(item) = &p.item { + item.draw(ctx, &self.item_sprites, &self.misc_textures) + } + } + for tile in self.tiles.values() { + if let Some(item) = &tile.item { + item.draw(ctx, &self.item_sprites, &self.misc_textures) + } + } + } +} + +impl Item { + pub fn draw(&self, ctx: &mut SpriteRenderer, item_sprites: &[Sprite], misc: &MiscTextures) { + ctx.draw_world(item_sprites[self.kind.0].at(self.position)); + if let Some((progress, warn)) = self.progress { + let (bg, fg) = if warn { + ([100, 0, 0, 200], [255, 0, 0, 200]) + } else { + ([0, 100, 0, 200], [0, 255, 0, 200]) + }; + ctx.draw_world(SpriteDraw::overlay( + misc.solid, + self.position + Vec2::new(-0.5, -1.3), + Vec2::new(1., 0.2), + Some(bg), + )); + ctx.draw_world(SpriteDraw::overlay( + misc.solid, + self.position + Vec2::new(-0.5, -1.3), + Vec2::new(progress, 0.2), + Some(fg), + )) + } + } +} |