Julian July 23, 2009

This commit is contained in:
nik gaffney 2009-08-05 11:22:53 +02:00
parent a887aec653
commit 2577ab4736
3 changed files with 0 additions and 206 deletions

View file

@ -1,164 +0,0 @@
;#lang scheme/base
;(require fluxus-016/drflux)
(require scheme/class
"logic.ss"
"view.ss"
"controller.ss"
"client.ss"
"jabberer.ss"
"list-utils.ss")
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
; p l a n t e y e s
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
; notes:
;
; * keeping with a view/logic separation, although this is quite different to
; the hexagon game. the main advantages:
; - just a divide and conquer strategy for staying sane
; - able to debug the logic without the view, or vice versa
; - the logic can be ticked at a lower frequency - or even different
; parts at different rates, whereas the view needs ticking every frame
;
; * need to try to keep all the intensive 'every thing vs every thing' checking
; in the logic side, where it can be done over many frames (i'm thinking the
; lags involved with things like nutrients getting absorbed may not matter
; too much in this game)
;
; * using a message passing system to formalise the passing of information on
; the logic side. this makes it possible to have objects sending messages
; at any point, and have them automatically collected up and dispatched to
; the view
;
; * these messages are also converted to xmpp messages and sent out over the
; network
;
; * line segments are computed in the logic side, and can be represented any
; way by the view - maybe the players plant will be geometry and everyone
; elses will be ribbons (stoopid LOD)
;
; * in the same way, the line segments can be created in any way by the logic
; side - eg. lsystem, or different methods per plant (or per twig even)
(define-struct player-info (jid pass tex pos col))
(define gui-game-mode%
(class object%
(field
(players (list
(make-player-info "plant0000001@fo.am" "plant0000001"
"textures/plant0000001.png" (vector 11.682296752929688 -27.272457122802734 -2.8969409465789795) (vector 0.5 1 0.5))
(make-player-info "plant0000002@fo.am" "plant0000002"
"textures/plant0000002.png" (vector 22.92951774597168 -24.62310218811035 -4.961982727050781) (vector 0.5 1 0))
(make-player-info "plant0000003@fo.am" "plant0000003"
"textures/plant0000003.png" (vector 11.626119613647461 -24.734521865844727 -25.146560668945312) (vector 0 1 0.5))
(make-player-info "plant0000004@fo.am" "plant0000004"
"textures/plant0000004.png" (vector -18.757593154907227 -10.819361686706543 37.17854690551758)(vector 0.75 1 0.5))
(make-player-info "plant0000005@fo.am" "plant0000005"
"textures/plant0000005.png" (vector -10.964780807495117 -20.065677642822266 23.76084327697754) (vector 0.5 1 0.75))
))
(seeds '())
(clicked -1))
(define/public (get-player-info)
(list-ref players clicked))
(define/public (setup)
(let ((c 0))
(set! seeds (map
(lambda (pi)
(with-state
(translate (vmul (vector (sin (* 2 3.141 (/ c (length players))))
(cos (* 2 3.141 (/ c (length players)))) 0) 4))
;(texture (load-texture (player-info-tex pi)))
(colour (player-info-col pi))
(set! c (+ c 1))
;(shader "shaders/toon.vert.glsl" "shaders/toon.frag.glsl")
(load-primitive "meshes/seed.obj")))
players))))
(define/public (update t d)
(for-each
(lambda (seed)
(with-primitive seed
(rotate (vector 0 1 0))))
seeds)
(cond
((mouse-button 1)
(let ((o (mouse-over)))
(cond
(o
(set! clicked (which-element o seeds 0))
(when clicked
(for-each
(lambda (seed)
(destroy seed))
seeds))
(if clicked #t #f))
(else
#f))))
(else
#f)))
(super-new)))
(define main-game-mode%
(class object%
(field
(gl (make-object game-logic%))
(gv (make-object game-view%))
(c (make-object controller% gv))
(cl #f)
(tick-time 0)
(player #f)
(logic-tick 0.5)) ; time between logic updates
(define/public (setup pi)
(set! cl (make-object client% (player-info-jid pi) (player-info-pass pi)))
(set! player (make-object plant-logic%
(player-info-jid pi)
(player-info-pos pi)
(player-info-col pi)
(player-info-tex pi)))
(send c set-player-plant player)
(send gl add-player player)
(send c setup)
(send gv setup)
(send gl setup)
(send cl setup))
(define/public (update t d)
(when (< tick-time t)
(let ((messages (send gl update)))
; pass the messages to the network client
(send gv update t d (send cl update messages gl))) ; and the game view
(set! tick-time (+ t logic-tick)))
(send gv update t d '())
(send c update))
(super-new)))
(clear)
(clear-shader-cache)
(define mode 'gui)
(define gui (make-object gui-game-mode%))
(define game (make-object main-game-mode%))
(send gui setup)
(define (animate)
(cond
((eq? mode 'gui)
(when (send gui update (flxtime) (delta))
(send game setup (send gui get-player-info))
(set! mode 'game)))
((eq? mode 'game)
(send game update (flxtime) (delta)))))
(every-frame (animate))

View file

@ -1,42 +0,0 @@
(define particle-count 10000)
; init one particle
(define (init n)
(pdata-set "p" n (vector 0 0 0))
(pdata-set "vel" n (vmul (vsub (vector (flxrnd) (flxrnd) (flxrnd))
(vector 0.5 0.5 0.5)) 0.1))
(pdata-set "c" n (vector (flxrnd) (flxrnd) 1)))
; init some random particles
(define (initsome n)
(cond ((not (zero? n))
(init (random particle-count))
(initsome (- n 1)))))
(define (animate)
(with-primitive particles
(initsome 100)
; pdata-ops are a bit like simple pfuncs -
; they are both similar experiments, pfuncs
; will be the way it works in the future
(pdata-op "+" "vel" (vector 0 -0.002 0))
(pdata-op "+" "p" "vel")))
(clear)
(show-fps 1)
(hint-none)
(hint-points)
(point-width 4)
(hint-anti-alias)
(define particles (build-particles particle-count))
(with-primitive particles (pdata-add "vel" "v"))
(blur 0.1)
(every-frame (animate))

Binary file not shown.

Before

Width:  |  Height:  |  Size: 78 KiB

After

Width:  |  Height:  |  Size: 84 KiB