;#lang scheme/base ;(require fluxus-016/drflux) (require scheme/class "game-modes.ss" "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 world-list (let* ((f (open-input-file "world.txt")) (o (list (read f)(read f)(read f)(read f)))) (close-input-port f) o)) (printf "~a~n" (length world-list)) (clear) (clear-shader-cache) (define mode 'gui) (define gui (make-object gui-game-mode% (list-ref world-list 0))) (define game (make-object main-game-mode% world-list)) (send gui setup) ;(define t 0) ;(define d 0.02) ;(define (flxtime) t) ;(define (update-time) (set! t (+ t d))) ;(define (delta) d) (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)))) #;(update-time) (sleep 0.01)) (every-frame (animate)) ;(start-framedump "pe7" "jpg")