move to stack based model
This commit is contained in:
parent
d93b4d8dc6
commit
4e3de8bdb1
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@ -1,10 +1,10 @@
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(set screen-width 800)
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(set screen-height 450)
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(set screen-width 800:i32)
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(set screen-height 450:i32)
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(set username (get argv 1))
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(set password (get argv 2))
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(set me (make :player username (0.0 1.0 2.0) PURPLE))
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(set me (make:player username (0.0 1.0 2.0) PURPLE))
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(set players (login me))
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(set camera (make :camera (me.pos.x (add me.pos.y 10.0) (add me.pos.z 10.0))
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(set camera (make:camera (me.pos.x (add me.pos.y 10.0) (add me.pos.z 10.0))
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(me.pos.x me.pos.y me.pos.z)
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(0.0 1.0 0.0)
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45.0
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@ -0,0 +1,47 @@
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fn build(c: ProjectConfig) {
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c.name("MMO Project");
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c.client([
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LanguageSettings {
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lang: "c",
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file: "src/client.ztl",
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outpath: "client/",
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ffi: [
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FFISetting {
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"name":"raylib",
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"library":"$RAYLIB_PATH/libraylib.a",
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"path":"",
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"build": "make build",
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}
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]
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}
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])
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c.server([
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LanguageSettings {
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lang: "javascript",
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file: "src/server.ztl",
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outpath: "server/"
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}
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]);
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c.common([
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LanguageSettings {
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lang: "c",
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file: "src/common.ztl",
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outpath: "client/"
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},
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LanguageSettings {
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lang: "javascript",
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file: "src/common.ztl",
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outpath: "server/"
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},
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LanguageSettings {
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lang: "sqlite",
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file: "src/common.ztl",
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outpath: "db/"
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}
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]);
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c.build();
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}
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@ -1,100 +1,93 @@
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use "common.ztl"
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fn :login (9p, Player, str -> []Player) {
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set s to pop;
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set p to pop;
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set password to pop;
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fn login(s: 9p, p: Player, password: str): []Player {
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s.auth(p.username, password)
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return s.read("players")
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}
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s.auth(p.username, password);
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return s.read("players");
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};
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fn main(argc: i32, argv: []str): i32 {
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const screen_width = 800;
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const screen_height = 450;
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fn :main (i32 str[] -> i32) {
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set :argc to pop;
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set :argv to pop;
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let username = argv[0];
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let password = argv[1];
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set :screen_width to i32 800;
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set :screen_height to i32 450;
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let s = tunnel("localhost:25565");
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s.attach();
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set :username to argv[0];
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set :password to argv[1];
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set :me to Player {
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let me = Player(
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username,
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vec {0.0 1.0 2.0},
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purple,
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};
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Vec(0.0, 1.0, 2.0),
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purple
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);
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let players = login(s, me, password);
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set :players to Player[] { login me password; };
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let camera = Camera3D(
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Vec(0.0, 1.0, 0.0),
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45.0,
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:CAMERA_PERSPECTIVE,
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Vec(
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me.pos.x + 10.0,
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me.pos.y + 10.0,
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me.pos.z
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),
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me.pos
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);
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set :camera to Camera3D {
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vec {0.0 1.0 0.0},
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i32 45.0,
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atom :CAMERA_PERSPECTIVE,
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vec {
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add me.pos.x 10.0,
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add me.pos.y 10.0,
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me.pos.z,
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},
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me.pos,
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};
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init_window "zwl client : raylib" screen_width screen_height;
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set_target_fps 60;
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init_window("zwl client : raylib", screen_width, screen_height);
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set_target_fps(60);
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(* Main game loop *)
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while ( not window_should_close ) {
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while ( not window_should_close() ) {
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let player_updated = false;
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if (is_key_down :KEY_RIGHT) {
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set me.pos.x to {add me.pos.x 0.2};
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set :player_updated true;
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if (is_key_down(KEY_RIGHT)) {
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me.pos.x = me.pos.x + 0.2;
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player_updated = true;
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}
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if (is_key_down :KEY_LEFT) {
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set me.pos.x to {sub me.pos.x 0.2};
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set :player_updated true;
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if (is_key_down(KEY_LEFT)) {
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me.pos.x = me.pos.x - 0.2;
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player_updated = true;
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}
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if (is_key_down :KEY_DOWN) {
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set me.pos.z to {add me.pos.z 0.2};
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set :player_updated true;
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if (is_key_down(KEY_DOWN)) {
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me.pos.z = me.pos.z + 0.2;
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player_updated = true;
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}
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if (is_key_down :KEY_UP) {
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set me.pos.z to {sub me.pos.z 0.2};
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set :player_updated true;
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if (is_key_down(KEY_UP)) {
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me.pos.z = me.pos.z - 0.2;
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player_updated = true;
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}
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sync_camera camera me;
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sync_camera(s, me, camera);
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if (player_updated) {
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set :players move me;
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} else {
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set :players ping me;
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players = move(s, me);
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} else {
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players = ping(s, me);
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}
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begin_drawing;
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clear_background RAYWHITE;
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begin_drawing();
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clear_background(RAYWHITE);
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begin_mode_3d camera;
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begin_mode_3d(camera);
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(* Draw floor *)
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draw_grid 30 1.0;
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draw_grid(30, 1.0);
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draw_cube me.pos 0.5 0.5 0.5 me.apperance;
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draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance);
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map :player players {
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draw_cube player.pos 0.5 0.5 0.5 player.apperance;
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for (player in players) {
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draw_cube(player.pos, 0.5, 0.5, 0.5, player.apperance);
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}
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end_mode_3d;
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end_mode_3d();
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end_drawing;
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}
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/* Detect window close button or ESC key */
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end_drawing();
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}
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set :players to logout me;
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close_window; /*Close window and OpenGL context */
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};
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main;
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logout(me);
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close_window(); (* Close window and OpenGL context *)
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}
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@ -1,19 +1,19 @@
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type :Vec {
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f32 :x,
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f32 :y,
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f32 :z,
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};
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type Vec {
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x: f32,
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y: f32,
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z: f32,
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}
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type :Color {
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i8 :r,
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i8 :g,
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i8 :b,
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};
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type Color {
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r: u8,
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g: u8,
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b: u8,
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}
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type :Player {
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str :username,
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Vec :pos,
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Color :color,
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};
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type Player {
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username: str,
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pos: Vec,
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color: Color,
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}
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Color :purple {255 255 0};
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const purple = Color{255, 255, 0};
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@ -1,11 +1,8 @@
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use "common.ztl"
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fn :main(i32, []str -> i32) {
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set :argc to pop;
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set :argv to pop;
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set s to tunnel "0.0.0.0:25565";
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s.host (
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fn main(argc: i32, argv: []str): i32 {
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let s = tunnel();
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s.host("0.0.0.0:25565",
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version,
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auth,
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error,
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@ -18,46 +15,45 @@ fn :main(i32, []str -> i32) {
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write,
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clunk,
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remove,
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stat,
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);
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stat);
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}
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fn :version(9pmsg) {
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fn version(m : 9pmsg) {
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}
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fn :auth(9pmsg) {
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fn auth(m : 9pmsg) {
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}
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fn :error(9pmsg) {
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fn error(m : 9pmsg) {
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}
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fn :flush(9pmsg) {
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fn flush(m : 9pmsg) {
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}
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fn :attach(9pmsg) {
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fn attach(m : 9pmsg) {
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}
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fn :walk(9pmsg) {
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fn walk(m : 9pmsg) {
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}
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fn :open(9pmsg) {
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fn open(m : 9pmsg) {
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}
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fn :create(9pmsg) {
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fn create(m : 9pmsg) {
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}
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fn :read(9pmsg) {
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fn read(m : 9pmsg) {
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}
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fn :write(9pmsg) {
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fn write(m : 9pmsg) {
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}
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fn :clunk(9pmsg) {
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fn clunk(m : 9pmsg) {
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}
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fn :remove(9pmsg) {
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fn remove(m : 9pmsg) {
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}
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fn :stat(9pmsg) {
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fn stat(m : 9pmsg) {
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}
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@ -1,16 +1,18 @@
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fn build(c: ProjectConfig) {
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fn :build (ProjectConfig) {
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set c to pop;
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c.name("MMO Project");
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c.client([
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LanguageSettings {
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lang: "c",
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file: "src/client.ztl",
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outpath: "client/",
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ffi: [
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"lang": "c",
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"file": "src/client.ztl",
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"outpath": "client/",
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"ffi": [
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FFISetting {
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"name":"raylib",
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"library":"$RAYLIB_PATH/libraylib.a",
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"path":"",
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"path":"./",
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"build": "make build",
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}
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]
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@ -19,27 +21,27 @@ fn build(c: ProjectConfig) {
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c.server([
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LanguageSettings {
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lang: "javascript",
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file: "src/server.ztl",
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outpath: "server/"
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"lang": "javascript",
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"file": "src/server.ztl",
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"outpath": "server/"
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}
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]);
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c.common([
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LanguageSettings {
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lang: "c",
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file: "src/common.ztl",
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outpath: "client/"
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"lang": "c",
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"file": "src/common.ztl",
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"outpath": "client/"
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},
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LanguageSettings {
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lang: "javascript",
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file: "src/common.ztl",
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outpath: "server/"
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"lang": "javascript",
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"file": "src/common.ztl",
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"outpath": "server/"
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},
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LanguageSettings {
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lang: "sqlite",
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file: "src/common.ztl",
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outpath: "db/"
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"lang": "sqlite",
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"file": "src/common.ztl",
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"outpath": "db/"
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}
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]);
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|
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@ -1,93 +1,101 @@
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use "common.ztl"
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fn login(s: 9p, p: Player, password: str): []Player {
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s.auth(p.username, password)
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return s.read("players")
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}
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fn :login (9p Player str -> []Player) {
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set s to pop;
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set p to pop;
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set password to pop;
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fn main(argc: i32, argv: []str): i32 {
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const screen_width = 800;
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const screen_height = 450;
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s.auth(p.username, password);
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return s.read("players");
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};
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let username = argv[0];
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let password = argv[1];
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let s = tunnel("localhost:25565");
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s.attach();
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fn :main (i32 str[i32] -> i32) { /* str[i32] is the same as Map<number, string> in JS*/
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set :argc to pop;
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set :argv to pop;
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let me = Player(
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set :screen_width to i32 800;
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set :screen_height to i32 450;
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set :username to argv[0];
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set :password to argv[1];
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set :me to Player {
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username,
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Vec(0.0, 1.0, 2.0),
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purple
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);
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let players = login(s, me, password);
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vec {0.0 1.0 2.0},
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purple,
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};
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let camera = Camera3D(
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Vec(0.0, 1.0, 0.0),
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45.0,
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:CAMERA_PERSPECTIVE,
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Vec(
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me.pos.x + 10.0,
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me.pos.y + 10.0,
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me.pos.z
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),
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me.pos
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);
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set :players to Player[] { login me password; };
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init_window("zwl client : raylib", screen_width, screen_height);
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set_target_fps(60);
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set :camera to Camera3D {
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vec {0.0 1.0 0.0},
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i32 45.0,
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atom :CAMERA_PERSPECTIVE,
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vec {
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add me.pos.x 10.0,
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add me.pos.y 10.0,
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me.pos.z,
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},
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me.pos,
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};
|
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|
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(* Main game loop *)
|
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while ( not window_should_close() ) {
|
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let player_updated = false;
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init_window "zwl client : raylib" screen_width screen_height;
|
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set_target_fps 60;
|
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|
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if (is_key_down(KEY_RIGHT)) {
|
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me.pos.x = me.pos.x + 0.2;
|
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player_updated = true;
|
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/* Main game loop */
|
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while ( not window_should_close ) {
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|
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if (is_key_down :KEY_RIGHT) {
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set me.pos.x to {add me.pos.x 0.2};
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set :player_updated true;
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}
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|
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if (is_key_down(KEY_LEFT)) {
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me.pos.x = me.pos.x - 0.2;
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player_updated = true;
|
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if (is_key_down :KEY_LEFT) {
|
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set me.pos.x to {sub me.pos.x 0.2};
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set :player_updated true;
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}
|
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|
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if (is_key_down(KEY_DOWN)) {
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me.pos.z = me.pos.z + 0.2;
|
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player_updated = true;
|
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if (is_key_down :KEY_DOWN) {
|
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set me.pos.z to {add me.pos.z 0.2};
|
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set :player_updated true;
|
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}
|
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|
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if (is_key_down(KEY_UP)) {
|
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me.pos.z = me.pos.z - 0.2;
|
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player_updated = true;
|
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if (is_key_down :KEY_UP) {
|
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set me.pos.z to {sub me.pos.z 0.2};
|
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set :player_updated true;
|
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}
|
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|
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sync_camera(s, me, camera);
|
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sync_camera camera me;
|
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|
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if (player_updated) {
|
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players = move(s, me);
|
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} else {
|
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players = ping(s, me);
|
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set :players move me;
|
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} else {
|
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set :players ping me;
|
||||
}
|
||||
|
||||
begin_drawing();
|
||||
clear_background(RAYWHITE);
|
||||
begin_drawing;
|
||||
clear_background RAYWHITE;
|
||||
|
||||
begin_mode_3d(camera);
|
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begin_mode_3d camera;
|
||||
|
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(* 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;
|
|
@ -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};
|
||||
|
|
|
@ -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) {
|
||||
|
||||
}
|
Loading…
Reference in New Issue