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<!--
Undercooked - 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. Receive initial packets. The server will send the current game state.
- `joined` including your ID and Gamedata
- `update_map` for every tile
- `produce_item` for every item on a tile
- `add_player` for every player in the game
4. 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
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 implement 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: [movement.rs](./client/scripts/player.gd)
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