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example_triangle_warz.lua
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example_triangle_warz.lua
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local sync = require 'sync'
-- Moonshine is a post-processing effects library, see https://github.com/nikki93/moonshine
local moonshine = require 'https://raw.githubusercontent.com/nikki93/moonshine/9e04869e3ceaa76c42a69c52a954ea7f6af0469c/init.lua'
-- 'Globals'
local SERVER_ADDRESS = '207.254.45.246'
local W, H = 800, 600 -- Game world size
local MOBILE = love.system.getOS() == 'iOS' or love.system.getOS() == 'Android'
local DISPLAY_SCALE = 1 -- Scale to draw graphics at w.r.t game world units
-- Utilities
-- `love.graphics.stacked([arg], func)` calls `func` between `love.graphics.push([arg])` and
-- `love.graphics.pop()` while being resilient to errors
function love.graphics.stacked(argOrFunc, funcOrNil)
love.graphics.push(funcOrNil and argOrFunc)
local succeeded, err = pcall(funcOrNil or argOrFunc)
love.graphics.pop()
if not succeeded then
error(err, 0)
end
end
-- Triangle
local Triangle = sync.registerType('Triangle')
local availableTriangleColors = {
{ 0.965, 0.961, 0.682 },
{ 0.961, 0.969, 0.286 },
{ 0.996, 0.373, 0.333 },
{ 0.18, 0.525, 0.671 },
}
function Triangle:didSpawn()
self.r, self.g, self.b = unpack(table.remove(availableTriangleColors) or
{ 0.2 + 0.8 * math.random(), 0.2 + 0.8 * math.random(), 0.2 + 0.8 * math.random() })
self.x, self.y = math.random(10, W - 10), math.random(10, H - 10)
self.vx, self.vy = 0, 0
self.targetX, self.targetY = math.random(0, W), math.random(0, H) -- Where are we looking?
self.shootCountdown = 0 -- Seconds till we can shoot again
self.wantToShoot = false
self.health = 100
self.score = 0
end
function Triangle:willDespawn()
table.insert(availableTriangleColors, { self.r, self.g, self.b })
end
function Triangle:update(dt)
if self.vx ~= 0 or self.vy ~= 0 then
self.x = self.x + self.vx * dt
self.y = self.y + self.vy * dt
if self.x < 0 then self.x = self.x + W end
if self.x > W then self.x = self.x - W end
if self.y < 0 then self.y = self.y + H end
if self.y > H then self.y = self.y - H end
self.__mgr:sync(self)
end
if self.shootCountdown > 0 then
self.shootCountdown = self.shootCountdown - dt
end
if self.shootCountdown <= 0 and self.wantToShoot then
self:shoot()
end
-- Iterate through `Bullet`s and check for collision
local nang = -math.atan2(self.targetY - self.y, self.targetX - self.x)
local sin, cos = math.sin(nang), math.cos(nang)
for _, bullet in pairs(self.__mgr:getByType('Bullet')) do
if bullet.ownerId ~= self.__id then
local dx, dy = bullet.x - self.x, bullet.y - self.y
local hitX, hitY
if dx * dx + dy * dy < 3600 then -- Ignore if far
for i = -1, 1, 0.2 do -- Check a few points to prevent 'tunneling'
-- Isosceles triangle point membership math...
local bx, by = bullet.x + 18 * i * bullet.dirX, bullet.y + 18 * i * bullet.dirY
local dx, dy = bx - self.x, by - self.y
local rdx, rdy = dx * cos - dy * sin, dx * sin + dy * cos
if rdx > -20 then
rdx = rdx + 20
rdy = math.abs(rdy)
if rdx / 50 + rdy / 20 < 1 then
hitX, hitY = bx, by
break
end
end
end
end
if hitX then -- We got shot!
self.__mgr:despawn(bullet)
self.health = self.health - 5
if self.health <= 0 then -- We died! Big explosion, respawn, award shooter.
self.__mgr:spawn('Explosion', self.x, self.y, self.r, self.g, self.b, true)
self.health = 100
self.x, self.y = math.random(10, W - 10), math.random(10, H - 10)
local shooter = self.__mgr:getById(bullet.ownerId)
if shooter then
shooter.score = shooter.score + 1
self.__mgr:sync(shooter)
end
else -- Just got shot, didn't die, smaller explosion
self.__mgr:spawn('Explosion', hitX, hitY, bullet.r, bullet.g, bullet.b)
end
self.__mgr:sync(self)
end
end
end
end
function Triangle:draw(isOwn)
love.graphics.stacked('all', function()
love.graphics.translate(self.x, self.y)
-- Draw triangle, with thicker white outline if it's our own
love.graphics.stacked('all', function()
love.graphics.rotate(math.atan2(self.targetY - self.y, self.targetX - self.x))
love.graphics.setColor(self.r, self.g, self.b)
love.graphics.polygon('fill', -20, 20, 30, 0, -20, -20)
love.graphics.setColor(1, 1, 1, 0.8)
love.graphics.setLineWidth(isOwn and 3 or 1)
love.graphics.polygon('line', -20, 20, 30, 0, -20, -20)
end)
-- Draw health bar
love.graphics.stacked('all', function()
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.rectangle('fill', -20, -35, 40, 4)
love.graphics.setColor(0.933, 0.961, 0.859, 0.5)
love.graphics.rectangle('fill', -20, -35, self.health / 100 * 40, 4)
end)
end)
end
function Triangle:setTarget(x, y)
self.targetX, self.targetY = x, y
self.__mgr:sync(self)
end
function Triangle:setWantToShoot(wantToShoot)
self.wantToShoot = wantToShoot
end
function Triangle:shoot()
if self.shootCountdown <= 0 then
local dirX, dirY = self.targetX - self.x, self.targetY - self.y
if dirX == 0 and dirY == 0 then dirX = 1 end -- Prevent division by zero
local dirLen = math.sqrt(dirX * dirX + dirY * dirY)
dirX, dirY = dirX / dirLen, dirY / dirLen
self.__mgr:spawn('Bullet', self.__id,
self.x + 30 * dirX, self.y + 30 * dirY, dirX, dirY,
1.5 * self.r, 1.5 * self.g, 1.5 * self.b)
self.shootCountdown = 0.2
end
end
function Triangle:setWantToWalk(up, down, left, right)
self.vx, self.vy = 0, 0
if left then self.vx = self.vx - 220 end
if right then self.vx = self.vx + 220 end
if up then self.vy = self.vy - 220 end
if down then self.vy = self.vy + 220 end
local v = math.sqrt(self.vx * self.vx + self.vy * self.vy)
if v > 0 then -- Limit speed
self.vx, self.vy = 220 * self.vx / v, 220 * self.vy / v
end
self.__mgr:sync(self)
end
-- Bullet
local Bullet = sync.registerType('Bullet')
local bulletSound = love.audio.newSource('example_assets/laser.wav', 'static')
function Bullet:didSpawn(ownerId, x, y, dirX, dirY, r, g, b)
self.ownerId = ownerId
self.x, self.y, self.dirX, self.dirY = x, y, dirX, dirY
self.r, self.g, self.b = r, g, b
self.lifetime = 1
end
function Bullet:didEnter()
bulletSound:setPitch(1.4 + 0.3 * math.random())
bulletSound:stop()
bulletSound:play()
self.__local.didPlaySound = true
end
function Bullet:update(dt)
self.x, self.y = self.x + 800 * self.dirX * dt, self.y + 800 * self.dirY * dt
if self.x < 0 then self.x = self.x + W end
if self.x > W then self.x = self.x - W end
if self.y < 0 then self.y = self.y + H end
if self.y > H then self.y = self.y - H end
self.lifetime = self.lifetime - dt
if self.lifetime <= 0 then
self.__mgr:despawn(self)
else
self.__mgr:sync(self)
end
end
function Bullet:draw()
love.graphics.stacked('all', function()
love.graphics.setColor(self.r, self.g, self.b)
love.graphics.translate(self.x, self.y)
love.graphics.rotate(math.atan2(self.dirY, self.dirX))
love.graphics.ellipse('fill', 0, 0, 24, 1)
love.graphics.setColor(1, 1, 1, 0.38)
love.graphics.setLineWidth(0.3)
love.graphics.ellipse('line', 0, 0, 24, 1)
end)
end
-- Explosion
local Explosion = sync.registerType('Explosion')
local explosionImage = love.graphics.newImage('example_assets/flare.png')
local smallExplosionSound = love.audio.newSource('example_assets/hurt.wav', 'static')
local bigExplosionSound = love.audio.newSource('example_assets/explosion.wav', 'static')
function Explosion:didSpawn(x, y, r, g, b, isBig)
self.x, self.y = x, y
self.r, self.g, self.b = r, g, b
self.isBig = isBig or false
self.lifetime = isBig and 4 or 3
end
function Explosion:didEnter()
self.__local.particles = love.graphics.newParticleSystem(explosionImage, 32)
self.__local.particles:setColors(1, 1, 1, 1, 1, 1, 1, 0)
self.__local.particles:setEmitterLifetime(self.lifetime)
if self.isBig then
self.__local.particles:setLinearAcceleration(-70, -70, 70, 70)
self.__local.particles:setParticleLifetime(0.6, 1)
self.__local.particles:setSizeVariation(0.8)
self.__local.particles:setSizes(1.6, 0.7, 0)
self.__local.particles:setEmissionArea('ellipse', 20, 20)
self.__local.particles:emit(7)
bigExplosionSound:setPitch(0.7 + 0.3 * math.random())
bigExplosionSound:stop()
bigExplosionSound:play()
else
self.__local.particles:setLinearAcceleration(-160, -160, 160, 160)
self.__local.particles:setParticleLifetime(0.3, 0.55)
self.__local.particles:setSizeVariation(0.4)
self.__local.particles:setSizes(0.2, 0.08, 0)
self.__local.particles:setEmissionArea('ellipse', 5, 5)
self.__local.particles:emit(24)
smallExplosionSound:setPitch(1.4 + 0.3 * math.random())
smallExplosionSound:stop()
smallExplosionSound:play()
end
end
function Explosion:update(dt)
if self.__local.particles then
self.__local.particles:update(dt)
end
self.lifetime = self.lifetime - dt
if self.__mgr.isServer then
if self.lifetime <= -2 then
self.__mgr:despawn(self)
else
self.__mgr:sync(self)
end
end
end
function Explosion:draw()
if self.__local.particles then
love.graphics.stacked('all', function()
love.graphics.setBlendMode('add')
love.graphics.setColor(self.r, self.g, self.b)
love.graphics.draw(self.__local.particles, self.x, self.y)
end)
end
end
-- Controller -- one of these is spawned automatically by the system per client that connects and
-- is despawned on disconnect
local Controller = sync.registerType('Controller')
function Controller:didSpawn()
self.triangleId = self.__mgr:spawn('Triangle')
end
function Controller:willDespawn()
if self.triangleId then
self.__mgr:despawn(self.triangleId)
self.triangleId = nil
end
end
function Controller:setTarget(x, y)
if self.triangleId then
self.__mgr:getById(self.triangleId):setTarget(x, y)
end
end
function Controller:setWantToShoot(wantToShoot)
if self.triangleId then
self.__mgr:getById(self.triangleId):setWantToShoot(wantToShoot)
end
end
function Controller:setWantToWalk(up, down, left, right)
if self.triangleId then
self.__mgr:getById(self.triangleId):setWantToWalk(up, down, left, right)
end
end
-- Server / client instances and top-level input
local server, client
function love.update(dt)
-- Key events sent from mobile app
if MOBILE then
local pressed = love.thread.getChannel('KEY_PRESSED')
local released = love.thread.getChannel('KEY_RELEASED')
while pressed:getCount() > 0 do
local k = pressed:pop()
function love.keyboard.isDown(e) return e == k end
love.keypressed(k)
end
while released:getCount() > 0 do
local k = released:pop()
function love.keyboard.isDown(e) return false end
love.keyreleased(k)
end
end
-- Scale down display if window is too small
local w, h = love.graphics.getDimensions()
DISPLAY_SCALE = math.min(1, w / W, h / H)
-- Do game logic on the server
if server then
for _, ent in pairs(server:getAll()) do
if ent.update then
ent:update(dt)
end
end
end
-- Update explosions on client (particle systems are local)
if client then
for _, ent in pairs(client:getAll()) do
if ent.__typeName == 'Explosion' then
ent:update(dt)
end
end
end
-- Both server and client need `:process()` called on them every frame
if server then
server:process()
end
if client then
client:process()
end
end
function love.mousemoved(x, y)
if client and client.controller then
-- We move / scale the display when drawing -- apply the inverse of that here
local w, h = DISPLAY_SCALE * W, DISPLAY_SCALE * H
local ox, oy = 0.5 * (love.graphics.getWidth() - w), 0.5 * (love.graphics.getHeight() - h)
client.controller:setTarget((x - ox) / DISPLAY_SCALE, (y - oy) / DISPLAY_SCALE)
end
end
local function mouseEvent(button) -- Common mouse event handler
if client and client.controller then
if button == 1 then
client.controller:setWantToShoot(love.mouse.isDown(1) or love.keyboard.isDown('space'))
end
end
end
function love.mousepressed(x, y, button)
if MOBILE and not client then
client = sync.newClient { address = SERVER_ADDRESS .. ':22122' }
end
mouseEvent(button)
end
function love.mousereleased(x, y, button)
mouseEvent(button)
end
local function keyEvent(k) -- Common key event handler
if client and client.controller then
if k == 'w' or k == 'a' or k == 's' or k == 'd' then
client.controller:setWantToWalk(
love.keyboard.isDown('w'),
love.keyboard.isDown('s'),
love.keyboard.isDown('a'),
love.keyboard.isDown('d'))
end
if k == 'space' then
client.controller:setWantToShoot(love.mouse.isDown(1) or love.keyboard.isDown('space'))
end
end
end
function love.keypressed(k)
-- Spawn server or client instances as the user asks. The server needs to know the name of our
-- `Controller` type.
if k == '0' then
server = sync.newServer {
address = '*:22122',
controllerTypeName = 'Controller',
}
end
if k == 'return' then
client = sync.newClient { address = SERVER_ADDRESS .. ':22122' }
end
keyEvent(k)
end
function love.keyreleased(k)
keyEvent(k)
end
-- Top-level drawing
local effect = moonshine(moonshine.effects.glow).chain(moonshine.effects.vignette)
effect.glow.strength = 1.6
function love.resize() -- Need to recreate `effect` with new canvas size
effect = moonshine(moonshine.effects.glow).chain(moonshine.effects.vignette)
effect.glow.strength = 1.6
end
function love.draw()
effect(function()
love.graphics.stacked('all', function()
-- Scale down the display and center the display
local w, h = DISPLAY_SCALE * W, DISPLAY_SCALE * H
local ox, oy = 0.5 * (love.graphics.getWidth() - w), 0.5 * (love.graphics.getHeight() - h)
love.graphics.setScissor(ox, oy, w, h)
love.graphics.translate(ox, oy)
love.graphics.scale(DISPLAY_SCALE)
love.graphics.clear(0.2, 0.216, 0.271)
if client and client.controller then -- Connected and playing
-- Draw triangles
for _, ent in pairs(client:getByType('Triangle')) do
ent:draw(ent == client.controller.triangle) -- Tell if it's our triangle
end
-- Draw bullets
for _, ent in pairs(client:getByType('Bullet')) do
ent:draw()
end
-- Draw explosions
for _, ent in pairs(client:getByType('Explosion')) do
ent:draw()
end
-- Draw scores in descending order
love.graphics.stacked('all', function()
local scoreOrder = {}
for _, ent in pairs(client:getByType('Triangle')) do
table.insert(scoreOrder, ent)
end
table.sort(scoreOrder, function(e1, e2)
if e1.score == e2.score then
return e1.__id < e2.__id
end
return e1.score > e2.score
end)
love.graphics.setColor(1, 1, 1)
local scoreY = 20
for _, ent in ipairs(scoreOrder) do
love.graphics.stacked('all', function()
love.graphics.setColor(ent.r, ent.g, ent.b)
love.graphics.rectangle('fill', 20, scoreY, 12, 12)
end)
love.graphics.print(ent.score, 42, scoreY)
scoreY = scoreY + 16
end
end)
-- Draw fps and latency
love.graphics.print('fps: ' .. love.timer.getFPS(), 20, H - 52)
love.graphics.print('ping: ' .. client.serverPeer:round_trip_time(), 20, H - 36)
elseif client and client.serverPeer:state() == 'disconnected' then -- Disconnected
love.graphics.print('disconnected, pres ENTER to reconnect', 20, 20)
else -- Didn't connect yet
love.graphics.setColor(1, 1, 1)
if server then
love.graphics.print('server running', 20, 20)
else
love.graphics.print('welcome to triangle warz', 20, 20)
end
love.graphics.print([[
move with W, A, S, D
aim with mouse or touch
shoot with left mouse button or SPACE or touch
don't worry, your own lasers can't hurt you
press ENTER or touch to connect]], 20, 20)
end
end)
end)
end