Added basic keyboard input and game thread
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parent
ff01152aa1
commit
3a25a86f82
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@ -20,40 +20,40 @@
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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{
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const int32_t diameter = (radius * 2);
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const int32_t diameter = (radius * 2);
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int32_t x = (radius - 1);
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int32_t y = 0;
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int32_t tx = 1;
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int32_t ty = 1;
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int32_t error = (tx - diameter);
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int32_t x = (radius - 1);
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int32_t y = 0;
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int32_t tx = 1;
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int32_t ty = 1;
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int32_t error = (tx - diameter);
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while (x >= y)
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{
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// Each of the following renders an octant of the circle
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SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
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while (x >= y)
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{
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// Each of the following renders an octant of the circle
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SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
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if (error <= 0)
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{
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++y;
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error += ty;
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ty += 2;
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}
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if (error <= 0)
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{
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++y;
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error += ty;
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ty += 2;
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}
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if (error > 0)
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{
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--x;
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tx += 2;
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error += (tx - diameter);
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}
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}
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if (error > 0)
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{
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--x;
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tx += 2;
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error += (tx - diameter);
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}
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}
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}
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void * graphicsThreadHandler(void * parameters)
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@ -63,7 +63,6 @@ void * graphicsThreadHandler(void * parameters)
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int udpSocket = 0;
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struct sockaddr_in recieveAddress, serverAddress;
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struct clientInput message;
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message.right = true;
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message.clientNumber = 1;
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serverAddress.sin_family = AF_INET;
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@ -74,7 +73,7 @@ void * graphicsThreadHandler(void * parameters)
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 640, 640, 0);
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SDL_WINDOWPOS_CENTERED, 600, 600, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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// Enable resizing the window:
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@ -84,13 +83,74 @@ void * graphicsThreadHandler(void * parameters)
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struct timeval tv;
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tv.tv_sec = 0;
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tv.tv_usec = 100000;
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tv.tv_usec = 1000;
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setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
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SDL_Event event;
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while (true)
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{
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sendto(udpSocket, &message, sizeof(struct clientInput), MSG_CONFIRM, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, state, sizeof(struct gameState), MSG_WAITALL, NULL, NULL);
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while( SDL_PollEvent( &event ) ){
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switch( event.type )
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{
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case SDL_KEYDOWN:
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switch( event.key.keysym.sym )
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{
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case SDLK_LEFT:
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{
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message.left = true;
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break;
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}
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case SDLK_RIGHT:
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{
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message.right = true;
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break;
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}
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case SDLK_UP:
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{
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message.up = true;
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break;
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}
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case SDLK_DOWN:
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{
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message.down = true;
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break;
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}
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default:
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break;
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}
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break;
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case SDL_KEYUP:
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switch( event.key.keysym.sym )
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{
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case SDLK_LEFT:
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{
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message.left = false;
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break;
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}
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case SDLK_RIGHT:
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{
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message.right = false;
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break;
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}
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case SDLK_UP:
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{
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message.up = false;
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break;
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}
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case SDLK_DOWN:
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{
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message.down = false;
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break;
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}
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}
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break;
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default:
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break;
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}
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}
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sendto(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, state, sizeof(struct gameState), 0, NULL, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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// Clear the screen, filling it with black:
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@ -102,7 +162,7 @@ void * graphicsThreadHandler(void * parameters)
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{
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if (state->clients[index].registered == true)
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{
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DrawCircle(renderer, (int)state->clients[index].yPosition, (int)state->clients[index].xPosition,
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DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition),
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10);
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}
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}
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@ -167,22 +227,22 @@ int main(int argc, char ** argv)
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printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
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switch (currentMessage.type)
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{
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case 1:
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{
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// We've been told to disconnect:
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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continueRunning = false;
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break;
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}
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case 2:
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{
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// Pinged, so we now must pong.
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currentMessage.type = 3;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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}
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case 1:
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{
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// We've been told to disconnect:
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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continueRunning = false;
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break;
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}
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case 2:
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{
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// Pinged, so we now must pong.
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currentMessage.type = 3;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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}
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}
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}
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else
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@ -1,3 +1,4 @@
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#include <stdio.h>
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#include "cspt-state.h"
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void updateInput(struct gameState * state, struct clientInput * message)
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{
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@ -16,55 +17,34 @@ void doGameTick(struct gameState * state)
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state->timestamp = time(NULL);
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for (int index = 0; index < 16; index++)
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{
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if (state->clients[index].registered == true)
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// Calculate acceleration:
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if (state->clients[index].leftAcceleration)
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{
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// Calculate acceleration:
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if (state->clients[index].leftAcceleration)
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{
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state->clients[index].xVelocity -= 0.5;
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}
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if (state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity += 0.5;
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}
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if (state->clients[index].upAcceleration)
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{
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state->clients[index].yVelocity += 0.5;
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}
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if (state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity += 0.5;
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}
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if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity *= 0.1;
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}
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if (!state->clients[index].upAcceleration && !state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity *= 0.1;
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}
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state->clients[index].xVelocity -= 0.1;
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}
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if (state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity += 0.1;
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}
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if (state->clients[index].upAcceleration)
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{
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state->clients[index].yVelocity -= 0.1;
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}
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if (state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity += 0.1;
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}
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// Clamp speed:
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if (state->clients[index].xVelocity > 15)
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{
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state->clients[index].xVelocity = 15;
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}
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if (state->clients[index].xVelocity < -15)
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{
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state->clients[index].xVelocity = -15;
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}
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if (state->clients[index].yVelocity > 15)
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{
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state->clients[index].yVelocity = 15;
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}
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if (state->clients[index].yVelocity < -15)
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{
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state->clients[index].yVelocity = -15;
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}
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// Do movement:
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state->clients[index].xPosition += state->clients[index].xVelocity;
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state->clients[index].yPosition += state->clients[index].yVelocity;
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// Do movement:
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state->clients[index].xPosition += state->clients[index].xVelocity;
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state->clients[index].yPosition += state->clients[index].yVelocity;
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if(state->clients[index].xPosition > 600 || state->clients[index].xPosition < 0)
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{
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state->clients[index].xPosition = 300;
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}
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if(state->clients[index].yPosition > 600 || state->clients[index].yPosition < 0)
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{
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state->clients[index].yPosition = 300;
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}
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}
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}
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@ -51,26 +51,38 @@ void * networkThreadHandler(void * arguments)
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printf("Started network thread.\n");
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socklen_t test = sizeof(clientAddress);
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int returnvalue = 0;
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bzero(arguments, sizeof(struct gameState));
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while (true)
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{
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recvfrom(udpSocket, &message, sizeof(struct clientInput), MSG_WAITALL, (struct sockaddr *)&clientAddress, &test);
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sendto(udpSocket, arguments, sizeof(struct gameState), MSG_CONFIRM,
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recvfrom(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&clientAddress, &test);
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returnvalue = sendto(udpSocket, arguments, sizeof(struct gameState), 0,
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(struct sockaddr *)&clientAddress, (socklen_t)sizeof(struct sockaddr_in));
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updateInput(arguments, &message);
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doGameTick(arguments);
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if(returnvalue > 0)
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{
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updateInput(arguments, &message);
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}
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bzero(&message, sizeof(struct clientInput));
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}
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return NULL;
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}
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void * gameThreadHandler(void * arguments)
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{
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while(true)
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{
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doGameTick(arguments);
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usleep(9000);
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}
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}
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int main(int argc, char ** argv)
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{
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int returnValue = 0;
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int masterSocket = 0;
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int clientSockets[16];
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fd_set connectedClients;
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pthread_t networkThread;
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pthread_t networkThread, gameThread;
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struct gameState currentState;
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struct CsptMessage currentMessage;
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struct connectionStatus clientStatus[16];
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@ -83,6 +95,7 @@ int main(int argc, char ** argv)
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signal(SIGINT, sigintHandler);
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pthread_create(&networkThread, NULL, networkThreadHandler, ¤tState);
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pthread_create(&gameThread, NULL, gameThreadHandler, ¤tState);
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// Setup TCP Master Socket:
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printf("Setting up master socket... ");
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@ -206,6 +219,10 @@ int main(int argc, char ** argv)
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{
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currentMessage.type = 0;
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currentState.clients[index].registered = true;
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currentState.clients[index].xPosition = 300;
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currentState.clients[index].yPosition = 300;
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currentState.clients[index].xVelocity = 0;
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currentState.clients[index].yVelocity = 0;
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currentMessage.content = (uint8_t)index;
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send(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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@ -280,3 +297,4 @@ int main(int argc, char ** argv)
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shutdown(masterSocket, SHUT_RDWR);
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return 0;
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}
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