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278 lines
8.1 KiB
278 lines
8.1 KiB
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#include "../MMO_Server/MMO_Common.h"
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#define OLC_PGEX_TRANSFORMEDVIEW
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#include "olcPGEX_TransformedView.h"
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#include <unordered_map>
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class MMOGame : public olc::PixelGameEngine, olc::net::client_interface<GameMsg>
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{
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public:
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MMOGame()
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{
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sAppName = "MMO Client";
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}
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private:
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olc::TileTransformedView tv;
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std::string sWorldMap =
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"################################"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..........####...####.........#"
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"#..........#.........#.........#"
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"#..........#.........#.........#"
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"#..........#.........#.........#"
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"#..........##############......#"
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"#..............................#"
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"#..................#.#.#.#.....#"
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"#..............................#"
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"#..................#.#.#.#.....#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"#..............................#"
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"################################";
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olc::vi2d vWorldSize = { 32, 32 };
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private:
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std::unordered_map<uint32_t, sPlayerDescription> mapObjects;
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uint32_t nPlayerID = 0;
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sPlayerDescription descPlayer;
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bool bWaitingForConnection = true;
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public:
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bool OnUserCreate() override
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{
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tv = olc::TileTransformedView({ ScreenWidth(), ScreenHeight() }, { 8, 8 });
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//mapObjects[0].nUniqueID = 0;
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//mapObjects[0].vPos = { 3.0f, 3.0f };
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if (Connect("127.0.0.1", 60000))
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{
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return true;
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}
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return false;
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}
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bool OnUserUpdate(float fElapsedTime) override
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{
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// Check for incoming network messages
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if (IsConnected())
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{
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while (!Incoming().empty())
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{
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auto msg = Incoming().pop_front().msg;
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switch (msg.header.id)
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{
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case(GameMsg::Client_Accepted):
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{
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std::cout << "Server accepted client - you're in!\n";
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olc::net::message<GameMsg> msg;
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msg.header.id = GameMsg::Client_RegisterWithServer;
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descPlayer.vPos = { 3.0f, 3.0f };
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msg << descPlayer;
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Send(msg);
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break;
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}
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case(GameMsg::Client_AssignID):
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{
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// Server is assigning us OUR id
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msg >> nPlayerID;
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std::cout << "Assigned Client ID = " << nPlayerID << "\n";
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break;
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}
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case(GameMsg::Game_AddPlayer):
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{
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sPlayerDescription desc;
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msg >> desc;
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mapObjects.insert_or_assign(desc.nUniqueID, desc);
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if (desc.nUniqueID == nPlayerID)
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{
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// Now we exist in game world
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bWaitingForConnection = false;
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}
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break;
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}
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case(GameMsg::Game_RemovePlayer):
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{
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uint32_t nRemovalID = 0;
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msg >> nRemovalID;
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mapObjects.erase(nRemovalID);
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break;
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}
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case(GameMsg::Game_UpdatePlayer):
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{
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sPlayerDescription desc;
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msg >> desc;
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mapObjects.insert_or_assign(desc.nUniqueID, desc);
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break;
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}
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}
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}
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}
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if (bWaitingForConnection)
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{
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Clear(olc::DARK_BLUE);
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DrawString({ 10,10 }, "Waiting To Connect...", olc::WHITE);
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return true;
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}
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// Control of Player Object
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mapObjects[nPlayerID].vVel = { 0.0f, 0.0f };
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if (GetKey(olc::Key::W).bHeld) mapObjects[nPlayerID].vVel += { 0.0f, -1.0f };
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if (GetKey(olc::Key::S).bHeld) mapObjects[nPlayerID].vVel += { 0.0f, +1.0f };
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if (GetKey(olc::Key::A).bHeld) mapObjects[nPlayerID].vVel += { -1.0f, 0.0f };
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if (GetKey(olc::Key::D).bHeld) mapObjects[nPlayerID].vVel += { +1.0f, 0.0f };
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if (mapObjects[nPlayerID].vVel.mag2() > 0)
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mapObjects[nPlayerID].vVel = mapObjects[nPlayerID].vVel.norm() * 4.0f;
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// Update objects locally
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for (auto& object : mapObjects)
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{
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// Where will object be worst case?
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olc::vf2d vPotentialPosition = object.second.vPos + object.second.vVel * fElapsedTime;
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// Extract region of world cells that could have collision this frame
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olc::vi2d vCurrentCell = object.second.vPos.floor();
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olc::vi2d vTargetCell = vPotentialPosition;
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olc::vi2d vAreaTL = (vCurrentCell.min(vTargetCell) - olc::vi2d(1, 1)).max({ 0,0 });
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olc::vi2d vAreaBR = (vCurrentCell.max(vTargetCell) + olc::vi2d(1, 1)).min(vWorldSize);
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// Iterate through each cell in test area
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olc::vi2d vCell;
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for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
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{
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for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
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{
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// Check if the cell is actually solid...
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// olc::vf2d vCellMiddle = vCell.floor();
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if (sWorldMap[vCell.y * vWorldSize.x + vCell.x] == '#')
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{
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// ...it is! So work out nearest point to future player position, around perimeter
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// of cell rectangle. We can test the distance to this point to see if we have
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// collided.
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olc::vf2d vNearestPoint;
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// Inspired by this (very clever btw)
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// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
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vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1)));
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vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1)));
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// But modified to work :P
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olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
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float fOverlap = object.second.fRadius - vRayToNearest.mag();
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if (std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
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// If overlap is positive, then a collision has occurred, so we displace backwards by the
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// overlap amount. The potential position is then tested against other tiles in the area
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// therefore "statically" resolving the collision
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if (fOverlap > 0)
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{
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// Statically resolve the collision
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vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
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}
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}
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}
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}
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// Set the objects new position to the allowed potential position
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object.second.vPos = vPotentialPosition;
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}
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// Handle Pan & Zoom
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if (GetMouse(2).bPressed) tv.StartPan(GetMousePos());
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if (GetMouse(2).bHeld) tv.UpdatePan(GetMousePos());
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if (GetMouse(2).bReleased) tv.EndPan(GetMousePos());
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if (GetMouseWheel() > 0) tv.ZoomAtScreenPos(1.5f, GetMousePos());
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if (GetMouseWheel() < 0) tv.ZoomAtScreenPos(0.75f, GetMousePos());
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// Clear World
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Clear(olc::BLACK);
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// Draw World
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olc::vi2d vTL = tv.GetTopLeftTile().max({ 0,0 });
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olc::vi2d vBR = tv.GetBottomRightTile().min(vWorldSize);
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olc::vi2d vTile;
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for (vTile.y = vTL.y; vTile.y < vBR.y; vTile.y++)
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for (vTile.x = vTL.x; vTile.x < vBR.x; vTile.x++)
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{
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if (sWorldMap[vTile.y * vWorldSize.x + vTile.x] == '#')
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{
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tv.DrawRect(vTile, { 1.0f, 1.0f });
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tv.DrawRect(olc::vf2d(vTile) + olc::vf2d(0.1f, 0.1f), { 0.8f, 0.8f });
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}
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}
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// Draw World Objects
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for (auto& object : mapObjects)
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{
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// Draw Boundary
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tv.DrawCircle(object.second.vPos, object.second.fRadius);
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// Draw Velocity
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if (object.second.vVel.mag2() > 0)
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tv.DrawLine(object.second.vPos, object.second.vPos + object.second.vVel.norm() * object.second.fRadius, olc::MAGENTA);
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// Draw Name
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olc::vi2d vNameSize = GetTextSizeProp("ID: " + std::to_string(object.first));
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tv.DrawStringPropDecal(object.second.vPos - olc::vf2d{ vNameSize.x * 0.5f * 0.25f * 0.125f, -object.second.fRadius * 1.25f }, "ID: " + std::to_string(object.first), olc::BLUE, { 0.25f, 0.25f });
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}
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// Send player description
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olc::net::message<GameMsg> msg;
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msg.header.id = GameMsg::Game_UpdatePlayer;
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msg << mapObjects[nPlayerID];
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Send(msg);
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return true;
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}
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};
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int main()
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{
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MMOGame demo;
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if (demo.Construct(480, 480, 1, 1))
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demo.Start();
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return 0;
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} |