move to stack based model

This commit is contained in:
zongor 2025-01-26 10:00:40 -05:00
parent d93b4d8dc6
commit 4e3de8bdb1
9 changed files with 271 additions and 221 deletions

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@ -1,10 +1,10 @@
(set screen-width 800)
(set screen-height 450)
(set screen-width 800:i32)
(set screen-height 450:i32)
(set username (get argv 1))
(set password (get argv 2))
(set me (make :player username (0.0 1.0 2.0) PURPLE))
(set me (make:player username (0.0 1.0 2.0) PURPLE))
(set players (login me))
(set camera (make :camera (me.pos.x (add me.pos.y 10.0) (add me.pos.z 10.0))
(set camera (make:camera (me.pos.x (add me.pos.y 10.0) (add me.pos.z 10.0))
(me.pos.x me.pos.y me.pos.z)
(0.0 1.0 0.0)
45.0

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@ -0,0 +1,47 @@
fn build(c: ProjectConfig) {
c.name("MMO Project");
c.client([
LanguageSettings {
lang: "c",
file: "src/client.ztl",
outpath: "client/",
ffi: [
FFISetting {
"name":"raylib",
"library":"$RAYLIB_PATH/libraylib.a",
"path":"",
"build": "make build",
}
]
}
])
c.server([
LanguageSettings {
lang: "javascript",
file: "src/server.ztl",
outpath: "server/"
}
]);
c.common([
LanguageSettings {
lang: "c",
file: "src/common.ztl",
outpath: "client/"
},
LanguageSettings {
lang: "javascript",
file: "src/common.ztl",
outpath: "server/"
},
LanguageSettings {
lang: "sqlite",
file: "src/common.ztl",
outpath: "db/"
}
]);
c.build();
}

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@ -1,100 +1,93 @@
use "common.ztl"
fn :login (9p, Player, str -> []Player) {
set s to pop;
set p to pop;
set password to pop;
fn login(s: 9p, p: Player, password: str): []Player {
s.auth(p.username, password)
return s.read("players")
}
s.auth(p.username, password);
return s.read("players");
};
fn main(argc: i32, argv: []str): i32 {
const screen_width = 800;
const screen_height = 450;
fn :main (i32 str[] -> i32) {
set :argc to pop;
set :argv to pop;
let username = argv[0];
let password = argv[1];
set :screen_width to i32 800;
set :screen_height to i32 450;
let s = tunnel("localhost:25565");
s.attach();
set :username to argv[0];
set :password to argv[1];
set :me to Player {
let me = Player(
username,
vec {0.0 1.0 2.0},
purple,
};
Vec(0.0, 1.0, 2.0),
purple
);
let players = login(s, me, password);
set :players to Player[] { login 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
);
set :camera to Camera3D {
vec {0.0 1.0 0.0},
i32 45.0,
atom :CAMERA_PERSPECTIVE,
vec {
add me.pos.x 10.0,
add me.pos.y 10.0,
me.pos.z,
},
me.pos,
};
init_window "zwl client : raylib" screen_width screen_height;
set_target_fps 60;
init_window("zwl client : raylib", screen_width, screen_height);
set_target_fps(60);
(* Main game loop *)
while ( not window_should_close ) {
while ( not window_should_close() ) {
let player_updated = false;
if (is_key_down :KEY_RIGHT) {
set me.pos.x to {add me.pos.x 0.2};
set :player_updated true;
if (is_key_down(KEY_RIGHT)) {
me.pos.x = me.pos.x + 0.2;
player_updated = true;
}
if (is_key_down :KEY_LEFT) {
set me.pos.x to {sub me.pos.x 0.2};
set :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) {
set me.pos.z to {add me.pos.z 0.2};
set :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) {
set me.pos.z to {sub me.pos.z 0.2};
set :player_updated true;
if (is_key_down(KEY_UP)) {
me.pos.z = me.pos.z - 0.2;
player_updated = true;
}
sync_camera camera me;
sync_camera(s, me, camera);
if (player_updated) {
set :players move me;
} else {
set :players ping me;
players = move(s, me);
} else {
players = ping(s, me);
}
begin_drawing;
clear_background RAYWHITE;
begin_drawing();
clear_background(RAYWHITE);
begin_mode_3d camera;
begin_mode_3d(camera);
(* Draw floor *)
draw_grid 30 1.0;
draw_grid(30, 1.0);
draw_cube me.pos 0.5 0.5 0.5 me.apperance;
draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance);
map :player players {
draw_cube player.pos 0.5 0.5 0.5 player.apperance;
for (player in players) {
draw_cube(player.pos, 0.5, 0.5, 0.5, player.apperance);
}
end_mode_3d;
end_mode_3d();
end_drawing;
}
/* Detect window close button or ESC key */
end_drawing();
}
set :players to logout me;
close_window; /*Close window and OpenGL context */
};
main;
logout(me);
close_window(); (* Close window and OpenGL context *)
}

View File

@ -1,19 +1,19 @@
type :Vec {
f32 :x,
f32 :y,
f32 :z,
};
type Vec {
x: f32,
y: f32,
z: f32,
}
type :Color {
i8 :r,
i8 :g,
i8 :b,
};
type Color {
r: u8,
g: u8,
b: u8,
}
type :Player {
str :username,
Vec :pos,
Color :color,
};
type Player {
username: str,
pos: Vec,
color: Color,
}
Color :purple {255 255 0};
const purple = Color{255, 255, 0};

View File

@ -1,11 +1,8 @@
use "common.ztl"
fn :main(i32, []str -> i32) {
set :argc to pop;
set :argv to pop;
set s to tunnel "0.0.0.0:25565";
s.host (
fn main(argc: i32, argv: []str): i32 {
let s = tunnel();
s.host("0.0.0.0:25565",
version,
auth,
error,
@ -18,46 +15,45 @@ fn :main(i32, []str -> i32) {
write,
clunk,
remove,
stat,
);
stat);
}
fn :version(9pmsg) {
fn version(m : 9pmsg) {
}
fn :auth(9pmsg) {
fn auth(m : 9pmsg) {
}
fn :error(9pmsg) {
fn error(m : 9pmsg) {
}
fn :flush(9pmsg) {
fn flush(m : 9pmsg) {
}
fn :attach(9pmsg) {
fn attach(m : 9pmsg) {
}
fn :walk(9pmsg) {
fn walk(m : 9pmsg) {
}
fn :open(9pmsg) {
fn open(m : 9pmsg) {
}
fn :create(9pmsg) {
fn create(m : 9pmsg) {
}
fn :read(9pmsg) {
fn read(m : 9pmsg) {
}
fn :write(9pmsg) {
fn write(m : 9pmsg) {
}
fn :clunk(9pmsg) {
fn clunk(m : 9pmsg) {
}
fn :remove(9pmsg) {
fn remove(m : 9pmsg) {
}
fn :stat(9pmsg) {
fn stat(m : 9pmsg) {
}

View File

@ -1,16 +1,18 @@
fn build(c: ProjectConfig) {
fn :build (ProjectConfig) {
set c to pop;
c.name("MMO Project");
c.client([
LanguageSettings {
lang: "c",
file: "src/client.ztl",
outpath: "client/",
ffi: [
"lang": "c",
"file": "src/client.ztl",
"outpath": "client/",
"ffi": [
FFISetting {
"name":"raylib",
"library":"$RAYLIB_PATH/libraylib.a",
"path":"",
"path":"./",
"build": "make build",
}
]
@ -19,27 +21,27 @@ fn build(c: ProjectConfig) {
c.server([
LanguageSettings {
lang: "javascript",
file: "src/server.ztl",
outpath: "server/"
"lang": "javascript",
"file": "src/server.ztl",
"outpath": "server/"
}
]);
c.common([
LanguageSettings {
lang: "c",
file: "src/common.ztl",
outpath: "client/"
"lang": "c",
"file": "src/common.ztl",
"outpath": "client/"
},
LanguageSettings {
lang: "javascript",
file: "src/common.ztl",
outpath: "server/"
"lang": "javascript",
"file": "src/common.ztl",
"outpath": "server/"
},
LanguageSettings {
lang: "sqlite",
file: "src/common.ztl",
outpath: "db/"
"lang": "sqlite",
"file": "src/common.ztl",
"outpath": "db/"
}
]);

View File

@ -1,93 +1,101 @@
use "common.ztl"
fn login(s: 9p, p: Player, password: str): []Player {
s.auth(p.username, password)
return s.read("players")
}
fn :login (9p Player str -> []Player) {
set s to pop;
set p to pop;
set password to pop;
fn main(argc: i32, argv: []str): i32 {
const screen_width = 800;
const screen_height = 450;
s.auth(p.username, password);
return s.read("players");
};
let username = argv[0];
let password = argv[1];
let s = tunnel("localhost:25565");
s.attach();
fn :main (i32 str[i32] -> i32) { /* str[i32] is the same as Map<number, string> in JS*/
set :argc to pop;
set :argv to pop;
let me = Player(
set :screen_width to i32 800;
set :screen_height to i32 450;
set :username to argv[0];
set :password to argv[1];
set :me to Player {
username,
Vec(0.0, 1.0, 2.0),
purple
);
let players = login(s, me, password);
vec {0.0 1.0 2.0},
purple,
};
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
);
set :players to Player[] { login me password; };
init_window("zwl client : raylib", screen_width, screen_height);
set_target_fps(60);
set :camera to Camera3D {
vec {0.0 1.0 0.0},
i32 45.0,
atom :CAMERA_PERSPECTIVE,
vec {
add me.pos.x 10.0,
add me.pos.y 10.0,
me.pos.z,
},
me.pos,
};
(* Main game loop *)
while ( not window_should_close() ) {
let player_updated = false;
init_window "zwl client : raylib" screen_width screen_height;
set_target_fps 60;
if (is_key_down(KEY_RIGHT)) {
me.pos.x = me.pos.x + 0.2;
player_updated = true;
/* Main game loop */
while ( not window_should_close ) {
if (is_key_down :KEY_RIGHT) {
set me.pos.x to {add me.pos.x 0.2};
set :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_LEFT) {
set me.pos.x to {sub me.pos.x 0.2};
set :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_DOWN) {
set me.pos.z to {add me.pos.z 0.2};
set :player_updated true;
}
if (is_key_down(KEY_UP)) {
me.pos.z = me.pos.z - 0.2;
player_updated = true;
if (is_key_down :KEY_UP) {
set me.pos.z to {sub me.pos.z 0.2};
set :player_updated true;
}
sync_camera(s, me, camera);
sync_camera camera me;
if (player_updated) {
players = move(s, me);
} else {
players = ping(s, me);
set :players move me;
} else {
set :players ping me;
}
begin_drawing();
clear_background(RAYWHITE);
begin_drawing;
clear_background RAYWHITE;
begin_mode_3d(camera);
begin_mode_3d camera;
(* Draw floor *)
draw_grid(30, 1.0);
/* Draw floor */
draw_grid 30 1.0;
draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance);
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);
map :player players {
draw_cube player.pos 0.5 0.5 0.5 player.apperance;
}
end_mode_3d();
end_mode_3d;
end_drawing();
}
end_drawing;
}
/* Detect window close button or ESC key */
logout(me);
close_window(); (* Close window and OpenGL context *)
}
set :players to logout me;
close_window; /*Close window and OpenGL context */
};
main;

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@ -1,19 +1,19 @@
type Vec {
x: f32,
y: f32,
z: f32,
}
type :Vec {
f32 :x,
f32 :y,
f32 :z,
};
type Color {
r: u8,
g: u8,
b: u8,
}
type :Color {
i8 :r,
i8 :g,
i8 :b,
};
type Player {
username: str,
pos: Vec,
color: Color,
}
type :Player {
str :username,
Vec :pos,
Color :color,
};
const purple = Color{255, 255, 0};
Color :purple {255 255 0};

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@ -1,8 +1,11 @@
use "common.ztl"
fn main(argc: i32, argv: []str): i32 {
let s = tunnel();
s.host("0.0.0.0:25565",
fn :main(i32, []str -> i32) {
set :argc to pop;
set :argv to pop;
set s to tunnel "0.0.0.0:25565";
s.host (
version,
auth,
error,
@ -15,45 +18,46 @@ fn main(argc: i32, argv: []str): i32 {
write,
clunk,
remove,
stat);
stat,
);
}
fn version(m : 9pmsg) {
fn :version(9pmsg) {
}
fn auth(m : 9pmsg) {
fn :auth(9pmsg) {
}
fn error(m : 9pmsg) {
fn :error(9pmsg) {
}
fn flush(m : 9pmsg) {
fn :flush(9pmsg) {
}
fn attach(m : 9pmsg) {
fn :attach(9pmsg) {
}
fn walk(m : 9pmsg) {
fn :walk(9pmsg) {
}
fn open(m : 9pmsg) {
fn :open(9pmsg) {
}
fn create(m : 9pmsg) {
fn :create(9pmsg) {
}
fn read(m : 9pmsg) {
fn :read(9pmsg) {
}
fn write(m : 9pmsg) {
fn :write(9pmsg) {
}
fn clunk(m : 9pmsg) {
fn :clunk(9pmsg) {
}
fn remove(m : 9pmsg) {
fn :remove(9pmsg) {
}
fn stat(m : 9pmsg) {
fn :stat(9pmsg) {
}