zongors-universe-machine/project-example/client.ztl

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use "common.zl"
Player[] login(Server s, Player p, str password) {
/* do the login here */
}
void main(int argc, str[] argv) {
i32 screen_width = 800;
i32 screen_height = 450;
str username = argv[0];
str password = argv[1];
tunnel s();
s.attach("localhost:25565");
Player me(
username,
Vec(0.0, 1.0, 2.0),
purple
);
Player[] players = login(s, me, password);
Camera3D camera(
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() ) {
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 *)
}