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<!--
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/>.
-->
# undercooked protocol
The protocol schema is defined in [`protocol.ts`](./test-client/protocol.ts)
1. Connect to the server via TCP (on port 27031) or WebSocket (on port 27032)
and send/receive json on individual lines / text messages.
2. Send the join packet with your username.
3. Wait for `init` packet.
4. The server will send the current game state:
- `data` once for setting important look-up tables
- `update_map` for every tile
- `set_tile_item` for every item on a tile
- `add_player` for every player in the game
- `set_player_item` for every item held by a player
5. Run the game loop
- Send your position every 40ms.
- Send `interact` when the player interacts with a tile. Make sure to set the
`edge` parameter consistently.
- Receive packets
6. The Game ends. The server will remove all players and tiles. Then continue at
step 4.
Collisions are handled by the clients. Whenever to players collide the player
with the greater PlayerID is responsible for updating their own momentum and
sending a packet to update that of the other player.
## Movement
Movement is handled mostly client-side. Therefore it is implemented three times:
- In the test-client: [movement.ts](./test-client/movement.ts)
- For customers in the server: [movement.rs](./server/src/customer/movement.rs)
- In the client:
[controllable_player.gd](./client/player/controllable_player.gd)
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