Julian July 23, 2009
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;#lang scheme/base
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;(require fluxus-016/drflux)
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(require scheme/class
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"logic.ss"
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"view.ss"
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"controller.ss"
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"client.ss"
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"jabberer.ss"
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"list-utils.ss")
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; p l a n t e y e s
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; notes:
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;
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; * keeping with a view/logic separation, although this is quite different to
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; the hexagon game. the main advantages:
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; - just a divide and conquer strategy for staying sane
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; - able to debug the logic without the view, or vice versa
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; - the logic can be ticked at a lower frequency - or even different
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; parts at different rates, whereas the view needs ticking every frame
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;
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; * need to try to keep all the intensive 'every thing vs every thing' checking
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; in the logic side, where it can be done over many frames (i'm thinking the
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; lags involved with things like nutrients getting absorbed may not matter
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; too much in this game)
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;
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; * using a message passing system to formalise the passing of information on
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; the logic side. this makes it possible to have objects sending messages
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; at any point, and have them automatically collected up and dispatched to
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; the view
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;
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; * these messages are also converted to xmpp messages and sent out over the
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; network
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;
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; * line segments are computed in the logic side, and can be represented any
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; way by the view - maybe the players plant will be geometry and everyone
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; elses will be ribbons (stoopid LOD)
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;
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; * in the same way, the line segments can be created in any way by the logic
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; side - eg. lsystem, or different methods per plant (or per twig even)
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(define-struct player-info (jid pass tex pos col))
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(define gui-game-mode%
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(class object%
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(field
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(players (list
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(make-player-info "plant0000001@fo.am" "plant0000001"
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"textures/plant0000001.png" (vector 11.682296752929688 -27.272457122802734 -2.8969409465789795) (vector 0.5 1 0.5))
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(make-player-info "plant0000002@fo.am" "plant0000002"
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"textures/plant0000002.png" (vector 22.92951774597168 -24.62310218811035 -4.961982727050781) (vector 0.5 1 0))
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(make-player-info "plant0000003@fo.am" "plant0000003"
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"textures/plant0000003.png" (vector 11.626119613647461 -24.734521865844727 -25.146560668945312) (vector 0 1 0.5))
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(make-player-info "plant0000004@fo.am" "plant0000004"
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"textures/plant0000004.png" (vector -18.757593154907227 -10.819361686706543 37.17854690551758)(vector 0.75 1 0.5))
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(make-player-info "plant0000005@fo.am" "plant0000005"
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"textures/plant0000005.png" (vector -10.964780807495117 -20.065677642822266 23.76084327697754) (vector 0.5 1 0.75))
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))
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(seeds '())
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(clicked -1))
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(define/public (get-player-info)
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(list-ref players clicked))
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(define/public (setup)
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(let ((c 0))
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(set! seeds (map
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(lambda (pi)
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(with-state
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(translate (vmul (vector (sin (* 2 3.141 (/ c (length players))))
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(cos (* 2 3.141 (/ c (length players)))) 0) 4))
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;(texture (load-texture (player-info-tex pi)))
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(colour (player-info-col pi))
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(set! c (+ c 1))
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;(shader "shaders/toon.vert.glsl" "shaders/toon.frag.glsl")
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(load-primitive "meshes/seed.obj")))
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players))))
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(define/public (update t d)
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(for-each
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(lambda (seed)
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(with-primitive seed
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(rotate (vector 0 1 0))))
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seeds)
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(cond
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((mouse-button 1)
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(let ((o (mouse-over)))
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(cond
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(o
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(set! clicked (which-element o seeds 0))
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(when clicked
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(for-each
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(lambda (seed)
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(destroy seed))
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seeds))
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(if clicked #t #f))
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(else
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#f))))
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(else
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#f)))
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(super-new)))
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(define main-game-mode%
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(class object%
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(field
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(gl (make-object game-logic%))
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(gv (make-object game-view%))
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(c (make-object controller% gv))
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(cl #f)
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(tick-time 0)
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(player #f)
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(logic-tick 0.5)) ; time between logic updates
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(define/public (setup pi)
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(set! cl (make-object client% (player-info-jid pi) (player-info-pass pi)))
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(set! player (make-object plant-logic%
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(player-info-jid pi)
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(player-info-pos pi)
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(player-info-col pi)
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(player-info-tex pi)))
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(send c set-player-plant player)
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(send gl add-player player)
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(send c setup)
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(send gv setup)
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(send gl setup)
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(send cl setup))
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(define/public (update t d)
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(when (< tick-time t)
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(let ((messages (send gl update)))
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; pass the messages to the network client
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(send gv update t d (send cl update messages gl))) ; and the game view
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(set! tick-time (+ t logic-tick)))
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(send gv update t d '())
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(send c update))
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(super-new)))
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(clear)
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(clear-shader-cache)
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(define mode 'gui)
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(define gui (make-object gui-game-mode%))
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(define game (make-object main-game-mode%))
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(send gui setup)
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(define (animate)
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(cond
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((eq? mode 'gui)
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(when (send gui update (flxtime) (delta))
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(send game setup (send gui get-player-info))
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(set! mode 'game)))
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((eq? mode 'game)
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(send game update (flxtime) (delta)))))
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(every-frame (animate))
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(define particle-count 10000)
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; init one particle
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(define (init n)
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(pdata-set "p" n (vector 0 0 0))
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(pdata-set "vel" n (vmul (vsub (vector (flxrnd) (flxrnd) (flxrnd))
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(vector 0.5 0.5 0.5)) 0.1))
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(pdata-set "c" n (vector (flxrnd) (flxrnd) 1)))
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; init some random particles
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(define (initsome n)
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(cond ((not (zero? n))
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(init (random particle-count))
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(initsome (- n 1)))))
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(define (animate)
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(with-primitive particles
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(initsome 100)
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; pdata-ops are a bit like simple pfuncs -
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; they are both similar experiments, pfuncs
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; will be the way it works in the future
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(pdata-op "+" "vel" (vector 0 -0.002 0))
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(pdata-op "+" "p" "vel")))
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(clear)
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(show-fps 1)
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(hint-none)
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(hint-points)
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(point-width 4)
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(hint-anti-alias)
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(define particles (build-particles particle-count))
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(with-primitive particles (pdata-add "vel" "v"))
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(blur 0.1)
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(every-frame (animate))
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