This repository has been archived on 2025-08-18. You can view files and clone it, but you cannot make any changes to it's state, such as pushing and creating new issues, pull requests or comments.
GGS/src/ggs_gamevm_p.erl
2011-03-06 05:25:35 +01:00

291 lines
8.9 KiB
Erlang

%% @doc This module is responsible for running the game VM:s. You can issue
%% commands to a vm using this module.
-module(ggs_gamevm_p).
-behaviour(gen_server).
%% gen_server callbacks
-export([init/1, handle_call/3, handle_cast/2, handle_info/2,
terminate/2, code_change/3]).
-record(state, { port, table } ).
%% API
-export([start_link/1, define/2, player_command/4, stop/1, call_js/2]).
%% ----------------------------------------------------------------------
% API implementation
%% @doc Create a new VM process. The process ID is returned and can be used
%% with for example the define method of this module.
start_link(Table) ->
erlang_js:start(), %% @TODO: should only be done once
{ok, Pid} = gen_server:start_link(?MODULE, [Table], []),
Pid.
%% @doc Define some new code on the specified VM, returns the atom ok.
define(GameVM, SourceCode) ->
gen_server:cast(GameVM, {define, SourceCode}).
%% @doc Execute a player command on the specified VM. This function is
%% asynchronous, and returns ok.
%% @spec player_command(GameVM, User, Command, Args) -> ok
%% GameVM = process IS of VM
%% Player = the player running the command
%% Command = a game command to run
%% Args = arguments for the Command parameter
player_command(GameVM, Player, Command, Args) ->
gen_server:cast(GameVM, {player_command, Player, Command, Args}).
%% @private
% only for tests
call_js(GameVM, SourceCode) ->
gen_server:call(GameVM, {eval, SourceCode}).
% @doc stops the gamevm process
stop(GameVM) ->
gen_server:cast(GameVM, stop).
%% ----------------------------------------------------------------------
%% @private
init([Table]) ->
process_flag(trap_exit, true),
{ok, Port} = js_driver:new(),
{ok, JSAPISourceCode} = file:read_file("src/ggs_api.js"),
ok = js:define(Port, JSAPISourceCode),
InitGGSJSString = "var GGS = new _GGS(" ++ Table ++ ");",
ok = js:define(Port, list_to_binary(InitGGSJSString)),
{ok, #state { port = Port, table = Table }}.
%% private
% only needed for the tests
handle_call({eval, SourceCode}, _From, #state { port = Port } = State) ->
{ok, Ret} = js:eval(Port, list_to_binary(SourceCode)),
{reply, Ret, State}.
%% @private
handle_cast({define, SourceCode}, #state { port = Port, table = Table } = State) ->
Ret = js:define(Port, list_to_binary(SourceCode)),
case Ret of
ok ->
ggs_table:notify_all_players(Table, {"defined", "ok"}),
{noreply, State};
Other ->
ggs_table:notify_all_players(Table, {"defined", "error " ++ Other}),
{noreply, State}
end;
handle_cast({player_command, Player, Command, Args}, #state { port = _Port, table = Table } = State) ->
intern_player_command(Table, Player, Command, Args),
{noreply, State};
handle_cast(stop, State) ->
{stop, normal, State};
handle_cast(Msg, S) ->
error_logger:error_report([unknown_msg, Msg]),
{noreply, S}.
%% @private
handle_info(Msg, S) ->
error_logger:error_report([unknown_msg, Msg]),
{noreply, S}.
%% @private
terminate(_Reason, _State) ->
ok.
%% @private
code_change(_OldVsn, State, _Extra) ->
{ok, State}.
%js_escape(S) ->
% lists:flatmap(fun($\') -> [$\\, $\']; (X) -> [X] end, S).
intern_player_command(Table, Player, Command, _Args) ->
case Command of
"ready" ->
intern_add_player(Table, Player);
"up" ->
intern_up(Table, Player);
"down" ->
intern_down(Table, Player);
"start" ->
intern_start(Table, Player)
end.
intern_add_player(Table, Player) ->
{ok, PlayerList} = ggs_table:get_player_list(Table),
case length(PlayerList) of
1 ->
ggs_db:setItem(Table, local_storage, Player, player1),
ggs_db:setItem(Table, local_storage, player1_y, 50),
ggs_table:send_command(Table, Player, {"welcome", int2str(1)}),
ggs_table:notify_all_players(Table, {"player1_y", int2str(50)});
2 ->
ggs_db:setItem(Table, local_storage, Player, player2),
ggs_db:setItem(Table, local_storage, player2_y, 50),
ggs_table:send_command(Table, Player, {"welcome", int2str(2)}),
ggs_table:send_command(Table, Player, {"player1_y", int2str(50)}),
ggs_table:notify_all_players(Table, {"player2_y", int2str(50)});
_Other ->
ggs_table:send_command(Table, Player, {"not_welcome", ""})
end.
intern_up(Table, Player) ->
case ggs_db:getItem(Table, local_storage, Player) of
player1 ->
Y = ggs_db:getItem(Table, local_storage, player1_y),
NewY = Y - 10,
case NewY >= 0 of
true ->
ggs_db:setItem(Table, local_storage, player1_y, NewY),
ggs_table:notify_all_players(Table, {"player1_y", int2str(NewY)});
_Other ->
ggs_table:send_command(Table, Player, {"notice", "Already on top"})
end;
player2 ->
Y = ggs_db:getItem(Table, local_storage, player2_y),
NewY = Y - 10,
case NewY >= 0 of
true ->
ggs_db:setItem(Table, local_storage, player2_y, NewY),
ggs_table:notify_all_players(Table, {"player2_y", int2str(NewY)});
_Other ->
ggs_table:send_command(Table, Player, {"notice", "Already on top"})
end
end.
intern_down(Table, Player) ->
case ggs_db:getItem(Table, local_storage, Player) of
player1 ->
Y = ggs_db:getItem(Table, local_storage, player1_y),
NewY = Y + 10,
case NewY =< 100 of
true ->
ggs_db:setItem(Table, local_storage, player1_y, NewY),
ggs_table:notify_all_players(Table, {"player1_y", int2str(NewY)});
_Other ->
ggs_table:send_command(Table, Player, {"notice", "Already on bottom"})
end;
player2 ->
Y = ggs_db:getItem(Table, local_storage, player2_y),
NewY = Y + 10,
case NewY =< 100 of
true ->
ggs_db:setItem(Table, local_storage, player2_y, NewY),
ggs_table:notify_all_players(Table, {"player2_y", int2str(NewY)});
_Other ->
ggs_table:send_command(Table, Player, {"notice", "Already on bottom"})
end
end.
intern_start(Table, Player) ->
case ggs_db:getItem(Table, local_storage, Player) of
player1 ->
ggs_db:setItem(Table, local_storage, player1_ready, true),
ggs_db:setItem(Table, local_storage, player1_points, 0),
case ggs_db:getItem(Table, local_storage, player2_ready) of
true ->
ggs_table:notify_all_players(Table, {"game", "start"}),
ggs_db:setItem(Table, local_storage, ball, {50,50,1,1}),
Pid = spawn(fun() -> game_loop([Table]) end),
Pid ! tick;
_Other ->
ggs_table:send_command(Table, Player, {"game", "wait"})
end;
player2 ->
ggs_db:setItem(Table, local_storage, player2_ready, true),
ggs_db:setItem(Table, local_storage, player2_points, 0),
case ggs_db:getItem(Table, local_storage, player1_ready) of
true ->
ggs_table:notify_all_players(Table, {"game", "start"}),
ggs_db:setItem(Table, local_storage, ball, {50,50,-1,-1}),
GameLoop = spawn(fun() -> game_loop([Table]) end),
GameLoop ! tick;
_Other ->
ggs_table:send_command(Table, Player, {"game", "wait"})
end
end.
game_loop([Table]) ->
receive
tick ->
{BX, BY, SX, SY} = step_ball(ggs_db:getItem(Table, local_storage, ball)),
Ball = {BX, BY, SX, SY},
ggs_db:setItem(Table, local_storage, ball, Ball),
ggs_table:notify_all_players(Table, {"ball", int2str(BX) ++ "," ++ int2str(BY)}),
check_ball(Table, Ball),
timer:send_after(50, tick),
game_loop([Table]);
'EXIT' ->
exit(normal)
end.
int2str(Int) ->
lists:flatten(io_lib:format("~p", [Int])).
step_ball({BX, BY, SX, SY}) ->
Ball = {BX + SX, BY + SY, SX, SY},
Ball.
check_ball(Table, {BX, BY, SX, SY}) ->
% check up and down bounds
case (BY > 90) or (BY < 0) of
true ->
NewSY = -SY;
false ->
NewSY = SY
end,
% check intersection with a player
P1Y = ggs_db:getItem(Table, local_storage, player1_y),
P2Y = ggs_db:getItem(Table, local_storage, player2_y),
case (check_intersect({0, P1Y, 10, 30}, {BX, BY, 10, 10}) or check_intersect({99, P2Y, 10, 30}, {BX, BY, 10, 10})) of
true ->
NewSX = -SX,
case NewSX of
-1 ->
ggs_table:notify_all_players(Table, {"sound", "ping"});
1 ->
ggs_table:notify_all_players(Table, {"sound", "pong"})
end;
false ->
NewSX = SX
end,
ggs_db:setItem(Table, local_storage, ball, {BX, BY , NewSX, NewSY}),
% check for point player1
case BX > 100 of
true ->
Player1Points = ggs_db:getItem(Table, local_storage, player1_points),
NewPlayer1Points = Player1Points + 1,
ggs_db:setItem(Table, local_storage, player1_points, NewPlayer1Points),
ggs_table:notify_all_players(Table, {"player1_points", int2str(NewPlayer1Points)}),
exit(normal);
false ->
ok
end,
% check for point player2
case BX < 0 of
true ->
Player2Points = ggs_db:getItem(Table, local_storage, player2_points),
NewPlayer2Points = Player2Points + 1,
ggs_db:setItem(Table, local_storage, player2_points, NewPlayer2Points),
ggs_table:notify_all_players(Table, {"player2_points", int2str(NewPlayer2Points)}),
exit(normal);
false ->
ok
end.
check_intersect({AX1, AY1, AW, AH}, {BX1, BY1, BW, BH}) ->
AX2 = AX1 + AW,
AY2 = AY1 + AH,
BX2 = BX1 + BW,
BY2 = BY1 + BH,
(AX1 < BX2) and (AX2 > BX1) and (AY1 < BY2) and (AY2 > BY1).