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client.lua
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client.lua
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function client_load()
CLIENT = true
print("===CLIENT===")
message( "Attempting Connection to " .. ip .. ":" .. port .. ".." )
client_createclient(ip, port)
updatetimer = 0
players = 2
client_controls()
netplay = true
end
function client_controls()
mouseowner = 2
controls = {}
local i = 2
controls[i] = {}
controls[i]["right"] = {"d"}
controls[i]["left"] = {"a"}
controls[i]["down"] = {"s"}
controls[i]["run"] = {"lshift"}
controls[i]["jump"] = {" "}
controls[i]["aimX"] = {} --mouse aiming, so no need
controls[i]["aimY"] = {}
controls[i]["portal1"] = {}
controls[i]["portal2"] = {}
controls[i]["reload"] = {"r"}
controls[i]["use"] = {"e"}
local i = 1 --unbind Player 1
controls[i] = {}
controls[i]["right"] = {""}
controls[i]["left"] = {""}
controls[i]["down"] = {""}
controls[i]["run"] = {""}
controls[i]["jump"] = {""}
controls[i]["aimX"] = {}
controls[i]["aimY"] = {}
controls[i]["portal1"] = {}
controls[i]["portal2"] = {}
controls[i]["reload"] = {""}
controls[i]["use"] = {""}
end
function client_createclient(ip, port)
pingtime = love.timer.getTime()
CLIENT = true
MyClient = lube.client("udp")
MyClient:setCallback(umsg.recv)
MyClient:setHandshake("bj")
MyClient:connect(ip, port)
MyClient:setPing(true, 5, "PING")
--umsg.hook( "string", function)
umsg.hook( "client_connectconfirm", client_connectconfirm)
umsg.hook( "client_playerlistget", client_playerlistget)
umsg.hook( "client_start", client_start)
umsg.hook( "client_synctest", client_synctest)
umsg.hook( "shootportal", client_shootportal)
end
function client_update(dt)
MyClient:update(dt)
updatetimer = updatetimer + dt
if updatetimer > updatedelay then
if objects then
local s = "ndummy~1"
for i, v in pairs(objects["player"][2]) do
if type(v) == "table" then
elseif type(v) == "number" then
s = s .. "~n" .. i .. "~" .. tostring(v)
elseif type(v) == "string" then
s = s .. "~s" .. i .. "~" .. tostring(v)
elseif type(v) == "boolean" then
s = s .. "~b" .. i .. "~" .. tostring(v)
else
s = s .. "~" .. i .. "~" .. tostring(v)
end
end
local um = usermessage:new("server_synctest", s)
um:send()
end
updatetimer = 0
end
end
function client_shootportal(args)
args = args:split("~")
shootportal(1, tonumber(args[1]), tonumber(args[2]), tonumber(args[3]), tonumber(args[4]))
end
function client_synctest(input)
if objects then
des = deserialize(input)
for i = 1, #des, 2 do
local t = string.sub(des[i], 1, 1)
local varname = string.sub(des[i], 2, string.len(des[i]))
local varvalue = des[i+1]
if t == "b" then
if varvalue == "true" then
objects["player"][1][varname] = true
else
objects["player"][1][varname] = false
end
elseif t == "s" then
objects["player"][1][varname] = varvalue
elseif t == "n" then
objects["player"][1][varname] = tonumber(varvalue)
end
end
end
end
function client_connectconfirm(s)
currenttime = love.timer.getTime()
message("Successfully Connected! (" .. math.floor((currenttime - pingtime)*1000) .. "ms)")
message("MotD: " .. s)
message("Sending nickname..")
local um = usermessage:new( "nickname", localnick)
um:send()
message("Entering Lobby..")
message("Requesting playerlist..")
message("---------------------------")
local um = usermessage:new( "playerlistrequest" )
um:send()
end
function client_playerlistget(s)
playerlist = s:split("~")
message("Playerlist received:")
for i = 1, #playerlist do
message(i .. ": " .. playerlist[i])
end
message("---------------------------")
end
function client_start(s)
message("Starting the game!")
game_load()
end
function client_quit()
MyClient:disconnect()
end