HelloPolycodeApp.cpp 4.2 KB

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  1. #include "HelloPolycodeApp.h"
  2. HelloPolycodeApp::HelloPolycodeApp(PolycodeView *view) : EventHandler() {
  3. core = new POLYCODE_CORE(view, 640,480,false,false,0,0,90);
  4. CoreServices::getInstance()->getResourceManager()->addArchive("Resources/default.pak");
  5. CoreServices::getInstance()->getResourceManager()->addDirResource("default", false);
  6. gameScene = new Scene(Scene::SCENE_2D);
  7. Scene *hudScene = new Scene(Scene::SCENE_2D);
  8. SceneLabel *label = new SceneLabel("Example client. Press escape to exit.", 16);
  9. hudScene->addChild(label);
  10. motdLabel = new SceneLabel("", 16);
  11. motdLabel->setPosition(0, -480/2+20);
  12. hudScene->addChild(motdLabel);
  13. client = new Client(6543, 50);
  14. client->setPersistentData(&clientData, sizeof(ClientData));
  15. client->addEventListener(this, ClientEvent::EVENT_CLIENT_READY);
  16. client->addEventListener(this, ClientEvent::EVENT_SERVER_DATA);
  17. client->addEventListener(this, ClientEvent::EVENT_SERVER_DISCONNECTED);
  18. core->getInput()->addEventListener(this, InputEvent::EVENT_KEYDOWN);
  19. core->getInput()->addEventListener(this, InputEvent::EVENT_KEYUP);
  20. client->Connect("127.0.0.1", 52345);
  21. state = 0;
  22. }
  23. HelloPolycodeApp::~HelloPolycodeApp() {
  24. }
  25. void HelloPolycodeApp::createClientPlayer(int clientID) {
  26. ClientPlayer *player = new ClientPlayer();
  27. player->clientID = clientID;
  28. SceneEntity *playerEntity = new SceneEntity();
  29. ScenePrimitive *playerBody = new ScenePrimitive(ScenePrimitive::TYPE_CIRCLE, 30,30,3);
  30. playerBody->setRoll(-90.0);
  31. playerEntity->addChild(playerBody);
  32. gameScene->addChild(playerEntity);
  33. player->playerEntity = playerEntity;
  34. player->state = 0;
  35. players.push_back(player);
  36. }
  37. void HelloPolycodeApp::handleEvent(Event *event) {
  38. if(event->getDispatcher() == core->getInput()) {
  39. InputEvent *inputEvent = (InputEvent*)event;
  40. switch(event->getEventCode()) {
  41. case InputEvent::EVENT_KEYDOWN:
  42. switch (inputEvent->keyCode()) {
  43. case KEY_ESCAPE:
  44. client->Disconnect();
  45. break;
  46. case KEY_UP:
  47. clientData.thrusting = 1;
  48. break;
  49. case KEY_LEFT:
  50. clientData.turning_state = TURNING_LEFT;
  51. break;
  52. case KEY_RIGHT:
  53. clientData.turning_state = TURNING_RIGHT;
  54. break;
  55. }
  56. break;
  57. case InputEvent::EVENT_KEYUP:
  58. switch (inputEvent->key) {
  59. case KEY_UP:
  60. clientData.thrusting = 0;
  61. break;
  62. case KEY_LEFT:
  63. case KEY_RIGHT:
  64. clientData.turning_state = NOT_TURNING;
  65. break;
  66. }
  67. break;
  68. }
  69. }
  70. if(event->getDispatcher() == client) {
  71. ClientEvent *clientEvent = (ClientEvent*) event;
  72. switch(clientEvent->getEventCode()) {
  73. case ClientEvent::EVENT_CLIENT_READY:
  74. Logger::log("Connected to server with client ID: %d!\n", client->getClientID());
  75. break;
  76. case ClientEvent::EVENT_SERVER_DISCONNECTED:
  77. core->Shutdown();
  78. break;
  79. case ClientEvent::EVENT_SERVER_DATA:
  80. {
  81. switch(clientEvent->dataType) {
  82. case PACKET_TYPE_SERVER_DATA:
  83. {
  84. ServerState *serverState = (ServerState*) clientEvent->data;
  85. for(int i=0; i < players.size(); i++) {
  86. ClientPlayer *clientPlayer = players[i];
  87. for(int j=0; j < MAX_PLAYERS; j++) {
  88. if(clientPlayer->clientID == serverState->players[j].clientID && serverState->players[j].state != 0) {
  89. clientPlayer->playerEntity->setPosition(serverState->players[j].posX, serverState->players[j].posY);
  90. clientPlayer->playerEntity->setRoll(serverState->players[j].angle);
  91. }
  92. }
  93. }
  94. }
  95. break;
  96. case PLAYER_JOIN:
  97. {
  98. ServerClientInfo *newClientInfo = (ServerClientInfo*) clientEvent->data;
  99. createClientPlayer(newClientInfo->clientID);
  100. }
  101. break;
  102. case SERVER_INFO:
  103. {
  104. ServerInfo *info = (ServerInfo*) clientEvent->data;
  105. motdLabel->setText(info->motd);
  106. ServerState *serverState = &info->initialServerState;
  107. // create initial players
  108. for(int j=0; j < MAX_PLAYERS; j++) {
  109. if(serverState->players[j].state != 0) {
  110. createClientPlayer(serverState->players[j].clientID);
  111. }
  112. }
  113. client->sendReliableDataToServer(NULL, 0, CLIENT_READY);
  114. }
  115. break;
  116. }
  117. }
  118. break;
  119. }
  120. }
  121. }
  122. bool HelloPolycodeApp::Update() {
  123. return core->updateAndRender();
  124. }