vision/src/client/game.lua

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Lua
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local lg = assert( love.graphics )
local scene = assert( require 'client.scene' )
local shared = assert( require 'shared' )
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local server = assert( require 'client.udp' )
local packet = shared.packet
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local crepuscular = assert( require 'client.crepuscular' )
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local game = {}
local t = 0
local tick = 0
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local serverTick = "0"
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function game.draw()
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lg.print( tick, 0, 0 )
lg.print( serverTick, 0, 25 )
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end
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function game.onPacket( msg )
if not msg then return end
local msgs, types = packet.deserialise( msg )
if not msgs then return game.onPacket( server.receive() ) end
for i = 1, #msgs do
game[ types[i] ]( msgs[i], ip, port )
end
return game.onPacket( server.receive() )
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end
function game.update( dt )
t = dt + t
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game.onPacket( server.receive() )
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if t > 0.1 then
t = 0
tick = tick + 1
assert( server.send( packet.get( packet.heartbeat{ tick = tick, hash = 1234 } ) ) )
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end
end
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function game.newGame( )
game.curWorld = shared.NewWorld() --Last world state received from server.
game.preWorld = shared.NewWorld() --Current world state predicted by this client.
end
function game.disconnect( )
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return scene.mainmenu( server.disconnect() )
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end
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function game.onLoad( params )
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end
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function game.keypressed( key, code, isRepeat )
if code == "escape" then return game.disconnect() end
end
scene.game = game
return game