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12 Commits
v0.2
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5fe24bffd9
Author | SHA1 | Date | |
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5fe24bffd9 | |||
6e0b7f8394 | |||
4b7880349d | |||
14131d8942 | |||
6331d81ba3 | |||
fa0cadfabf | |||
b113098c7b | |||
ab7b40f778 | |||
50ed0b89e9 | |||
1ab22651ae | |||
b6439bf7d5 | |||
1641cef13b |
3
.gitmodules
vendored
3
.gitmodules
vendored
@@ -1,3 +1,6 @@
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[submodule "subprojects/raylib"]
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path = subprojects/raylib
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url = https://github.com/raysan5/raylib.git
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[submodule "subprojects/netpong-serialization"]
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path = netpong-serialization
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url = https://gitea.twomorecents.org/Rockingcool/netpong-serialization.git
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14
README.md
14
README.md
@@ -10,15 +10,23 @@ The game has only one runtime dependency: The [raylib](https://www.raylib.com/)
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This application uses [Meson](https://mesonbuild.com/) as a build system. To build the application:
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1. Install meson from the link above.
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2. Set up the build directory.
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2. Clone the repository.
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3. Update all submodules:
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```
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git submodule update --init --recursive
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```
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3. Set up the build directory.
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```
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meson setup build
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```
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3. Compile the application. Meson should use a system installation of raylib, if it exists. If not, it falls back to a bundled version.
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4. Compile the application. Meson should use a system installation of raylib, if it exists. If not, it falls back to a bundled version.
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```
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meson compile -C build
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```
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4. You can also create a statically-linked version of the game (with no runtime dependencies) on Linux by running the following commands:
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5. You can also create a statically-linked version of the game (with no runtime dependencies) on Linux by running the following commands:
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```
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meson configure -Ddefault_library=static build/
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@@ -5,6 +5,7 @@
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/* Destructor - closes any open sockets */
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Client::~Client() {
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free(dest);
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close(this->other_socket);
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close(this->sock_fd);
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}
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@@ -4,10 +4,10 @@
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set -o errexit # Stop executing when a command fails
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BASE_DIR=$(dirname $0)
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REL_DIR="$BASE_DIR/release/dist"
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REL_DIR="$BASE_DIR/release/dist/pong"
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RAYLIB_DLL="$BASE_DIR/build/subprojects/raylib/libraylib.dll"
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mkdir -p "$REL_DIR"
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rm -r "$REL_DIR"; mkdir -p "$REL_DIR"
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# Set up the build directory
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meson setup build/
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@@ -30,6 +30,9 @@ cp "$BASE_DIR/build/pong" "$REL_DIR"
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# Remove the temporary file.
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rm "$BASE_DIR/tmp_file.txt"
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#Zip the $REL_DIR folder
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zip -r "$BASE_DIR/release/netpong-win.zip" "$REL_DIR"
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# Go to the parent directory of $REL_DIR, and zip the $REL_DIR directory. This ensures
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# that the parent directories aren't included in the zip file.
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# The command is enclosed in parantheses, to ensure that the main shell's directory
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# isn't changed.
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(cd "$REL_DIR/.." && zip -r "./netpong-win.zip" "./pong")
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@@ -133,6 +133,7 @@ SOCKET create_remote (int network,char transport, const char* address,int port,s
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}
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remote_addr_struct = (struct sockaddr_storage *)results->ai_addr;
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network = inet_to_int(results->ai_family);
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free(port_str);
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} else {
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create_addr(network,address,port,remote_addr_struct);
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}
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@@ -1,33 +0,0 @@
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#ifndef _SERIALIZATION_H
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#define _SERIALIZATION_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#include <stdbool.h>
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/* Struct used to hold the data that will be sent between sockets */
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typedef struct {
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uint16_t pad_x; // X-coordinate of sending paddle
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uint16_t pad_y; // Y-coordinate of sending paddle
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uint16_t ball_x; // X-coordinate of ball (only the server fills this in)
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uint16_t ball_y; // Y-coordinate of ball (only the server fills this in)
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bool should_quit; // Flag to indicate whether game should be quit or not
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} Serial_Data;
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/* Create a Serial_Data struct from float values */
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Serial_Data Serial_create_data(float pad_x, float pad_y, float ball_x, float ball_y, bool should_quit);
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/* Serialize a struct into a byte array, that can be sent through a socket */
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uint8_t* Serial_serialize(Serial_Data data);
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/* Deserialize a byte array into a struct, and return the struct */
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Serial_Data Serial_deserialize(uint8_t* serialized);
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#ifdef __cplusplus
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}
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#endif
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#endif
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7
main.cpp
7
main.cpp
@@ -34,7 +34,7 @@
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#include "includes/check_input.hpp"
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#include "includes/display_text.hpp"
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#include "includes/easysock.h"
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#include "includes/serialization.h"
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#include "netpong-serialization/includes/serialization.h"
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#include "includes/timer.h"
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/* Global variables used to instantiate structs */
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@@ -215,6 +215,9 @@ int main(int argc, char** argv) {
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/* Single player mode */
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if (selected_item == M_SINGLE) {
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type.mode = M_SINGLE;
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type.netsock = NULL;
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GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_WORD); // Enable text wrapping so that the long text, displayed below, will be wrapped
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BeginDrawing();
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ClearBackground(BLACK);
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@@ -392,6 +395,7 @@ int main(int argc, char** argv) {
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/* If the response is NULL, that means it timed-out. In this case, there's no value to print */
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std::cout << "NOTHING RECEIVED" << std::endl;
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}
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free(response_array);
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}
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/* Check to see if peer has quit the game */
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@@ -428,6 +432,7 @@ int main(int argc, char** argv) {
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/* Up */
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if (IsKeyPressed(KEY_UP) && type.mode != M_CLIENT) {
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pad2.velocity.y = (-1) * PADDLE_SPEED;
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}
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/* Stop */
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@@ -35,6 +35,6 @@ endif
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executable('pong',
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'main.cpp', 'sock.cpp','paddle.cpp', 'ball.cpp', 'numeric_base.cpp', 'connect_code.cpp', 'server.cpp', 'client.cpp', 'check_input.cpp', 'raygui_helpers.cpp', 'display_text.cpp',
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'serialization.c', 'timer.c', 'easysock.c',
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'netpong-serialization/serialization.c', 'timer.c', 'easysock.c',
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dependencies: [raylib, ws2_dep, winmm]
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)
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1
netpong-serialization
Submodule
1
netpong-serialization
Submodule
Submodule netpong-serialization added at c0c7e14aa6
@@ -1,87 +0,0 @@
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#include <stdint.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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#if defined(__unix__) || defined(__unix) || (defined(__APPLE__) && defined(__MACH__))
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#include <arpa/inet.h>
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#endif
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#ifdef _WIN32
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#include <winsock2.h>
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#endif
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#include "includes/serialization.h"
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/* Takes in float values, casts them to uint16_t and creates a Serial_Data struct */
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Serial_Data Serial_create_data(float pad_x, float pad_y, float ball_x, float ball_y, bool should_quit) {
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Serial_Data data;
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data.pad_x = (uint16_t)pad_x;
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data.pad_y = (uint16_t)pad_y;
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data.ball_x = (uint16_t)ball_x;
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data.ball_y = (uint16_t)ball_y;
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data.should_quit = should_quit;
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return data;
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}
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/* Serializes a 'Data' struct into a byte array, converted to network-byte order */
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uint8_t* Serial_serialize(Serial_Data data) {
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/* Create a pointer that can fit the entire struct */
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uint8_t* serialized = malloc(sizeof(Serial_Data) + 1);
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uint8_t* pad_x_ptr;
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uint8_t* pad_y_ptr;
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uint8_t* ball_x_ptr;
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uint8_t* ball_y_ptr;
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uint8_t* should_quit_ptr;
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memset(serialized, 0, sizeof(Serial_Data) + 1); // Zero out the memory
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pad_x_ptr = serialized;
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pad_y_ptr = pad_x_ptr + sizeof(uint16_t);
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ball_x_ptr = pad_y_ptr + sizeof(uint16_t);
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ball_y_ptr = ball_x_ptr + sizeof(uint16_t);
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should_quit_ptr = ball_y_ptr + sizeof(uint16_t);
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*((uint16_t *)pad_x_ptr) = data.pad_x;
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*((uint16_t *)pad_x_ptr) = htons(*((uint16_t *)pad_x_ptr));
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*((uint16_t *)pad_y_ptr) = data.pad_y;
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*((uint16_t *)pad_y_ptr) = htons(*((uint16_t *)pad_y_ptr));
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*((uint16_t *)ball_x_ptr) = data.ball_x;
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*((uint16_t *)ball_x_ptr) = htons(*((uint16_t *)ball_x_ptr));
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*((uint16_t *)ball_y_ptr) = data.ball_y;
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*((uint16_t *)ball_y_ptr) = htons(*((uint16_t *)ball_y_ptr));
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*((bool *)should_quit_ptr) = data.should_quit;
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*(should_quit_ptr + sizeof(bool)) = '\0';
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return serialized;
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}
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/* Deserialize a byte array into a 'Data' struct, converted to host byte order */
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Serial_Data Serial_deserialize(uint8_t* serialized) {
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Serial_Data deserialized;
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/* Use successive chunks of memory address to create pointers to the data */
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uint8_t* pad_x_ptr = serialized;
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uint8_t* pad_y_ptr = serialized + sizeof(uint16_t);
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uint8_t* ball_x_ptr = pad_y_ptr + sizeof(uint16_t);
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uint8_t* ball_y_ptr = ball_x_ptr + sizeof(uint16_t);
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uint8_t* should_quit_ptr = ball_y_ptr + sizeof(uint16_t);
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/* Dereference (and cast) the pointers, and store them into the struct */
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deserialized.pad_x = *((uint16_t *)pad_x_ptr);
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deserialized.pad_x = ntohs(deserialized.pad_x);
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deserialized.pad_y = *((uint16_t *)pad_y_ptr);
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deserialized.pad_y = ntohs(deserialized.pad_y);
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deserialized.ball_x = *((uint16_t *)ball_x_ptr);
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deserialized.ball_x = ntohs(deserialized.ball_x);
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deserialized.ball_y = *((uint16_t *)ball_y_ptr);
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deserialized.ball_y = ntohs(deserialized.ball_y);
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deserialized.should_quit = *((bool *)should_quit_ptr);
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return deserialized;
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}
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@@ -12,6 +12,7 @@
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/* Destructor - closes any open sockets */
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Server::~Server() {
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free(dest);
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close(this->other_socket);
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close(this->sock_fd);
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}
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20
todo.txt
20
todo.txt
@@ -1,10 +1,10 @@
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1. Sign Windows executable, to remove 'Unknown Publisher' warnings.
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2. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
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3. Use free() to free allocated memory.
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4. Use the struct to establish a connection, and to start each round (instead of sending strings).
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5. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
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6. Communicate the paddle reset position to the peer, after a round.
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7. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
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8. Allow the user to specify which paddle they want to control, in multi-player mode.
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9. Try to make the ball go between screens.
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10. Change the networking code, so that a single server can connect two clients with each other. The server should provide player 1 with a code, and player 2 can connect with player 1 using that code (essentially like a room).
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1. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
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2. Use the struct to establish a connection, and to start each round (instead of sending strings).
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3. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
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4. Communicate the paddle reset position to the peer, after a round.
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5. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
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6. Allow the user to specify which paddle they want to control, in multi-player mode.
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7. Try to make the ball go between screens.
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8. Change the networking code, so that a single server can connect two clients with each other. The server should provide player 1 with a code, and player 2 can connect with player 1 using that code (essentially like a room).
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9. Create (or find) an icon for the application.
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10. [This can't really be fixed, since I'd need to purchase a developer certificate] Sign Windows executable, to remove 'Unknown Publisher' warnings.
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Reference in New Issue
Block a user