reality-engine/docs/project-example-v2/src/client.ztl

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use "common.ztl"
fn login(s: 9p, p: Player, password: str): []Player {
s.auth(p.username, password)
return s.read("players")
}
fn main(argc: i32, argv: []str): i32 {
const screen_width = 800;
const screen_height = 450;
let username = argv[0];
let password = argv[1];
let s = tunnel("localhost:25565");
s.attach();
let me = Player(
username,
Vec(0.0, 1.0, 2.0),
purple
);
let players = login(s, me, password);
let camera = Camera3D(
Vec(0.0, 1.0, 0.0),
45.0,
:CAMERA_PERSPECTIVE,
Vec(
me.pos.x + 10.0,
me.pos.y + 10.0,
me.pos.z
),
me.pos
);
init_window("zwl client : raylib", screen_width, screen_height);
set_target_fps(60);
(* Main game loop *)
while ( not window_should_close() ) {
let player_updated = false;
if (is_key_down(KEY_RIGHT)) {
me.pos.x = me.pos.x + 0.2;
player_updated = true;
}
if (is_key_down(KEY_LEFT)) {
me.pos.x = me.pos.x - 0.2;
player_updated = true;
}
if (is_key_down(KEY_DOWN)) {
me.pos.z = me.pos.z + 0.2;
player_updated = true;
}
if (is_key_down(KEY_UP)) {
me.pos.z = me.pos.z - 0.2;
player_updated = true;
}
sync_camera(s, me, camera);
if (player_updated) {
players = move(s, me);
} else {
players = ping(s, me);
}
begin_drawing();
clear_background(RAYWHITE);
begin_mode_3d(camera);
(* Draw floor *)
draw_grid(30, 1.0);
draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance);
for (player in players) {
draw_cube(player.pos, 0.5, 0.5, 0.5, player.apperance);
}
end_mode_3d();
end_drawing();
}
logout(me);
close_window(); (* Close window and OpenGL context *)
}