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Home Page: https://unbearable.nl/
Multiplayer bear game with Phoenix Live View
Home Page: https://unbearable.nl/
Hide them in trees, or let them follow bears that are closest maybe?
This should slow the movement of the bear and remove some honey?
So you can see all the connected players
Possibility to monitor the bears and let the monitor send a message to clear the bear from state if the bear process is killed.
use arrow keys to move
use space bar to get honey from trees and other bears
Need one
When clawing multiple times in under 1000ms, the animation will not finish anymore. Something with the decreasing timer in Player.handle_info/2
for :update_claw
After the client connects,
mount/2
will be invoked inside a spawned
LiveView process. At this point, you can useconnected?/1
to
conditionally perform stateful work, such as subscribing to pubsub topics,
sending messages, etc. For example, you can periodically update a LiveView
with a timer:
defmodule DemoWeb.ThermostatLive do
use Phoenix.LiveView
...
def mount(%{id: id, current_user_id: user_id}, socket) do
if connected?(socket), do: :timer.send_interval(30000, self(), :update)
case Thermostat.get_user_reading(user_id, id) do
{:ok, temperature} ->
{:ok, assign(socket, temperature: temperature, id: id)}
{:error, reason} ->
{:error, reason}
end
end
def handle_info(:update, socket) do
{:ok, temperature} = Thermostat.get_reading(socket.assigns.id)
{:noreply, assign(socket, :temperature, temperature)}
end
end
We usedconnected?(socket)
on mount to send our view a message every 30s if
the socket is in a connected state. We receive:update
in a
handle_info
just like a GenServer, and update our socket assigns. Whenever
a socket's assigns change,render/1
is automatically invoked, and the
updates are sent to the client.
I think we could use this to update the view every few milliseconds/seconds(?) to return the state of where other bees/bears are
Seems like I don't hear sound on safari.
Version 12.0.3 (14606.4.5)
Scrollbars interfere with game controls
related #28
Matrices are used in most tile-based games afaik. For Elixir there is the Matrix modules which might be helpful. Not sure if this is something for us.
const map = {
cols: 8,
rows: 8,
tsize: 64,
tiles: [
1, 3, 3, 3, 1, 1, 3, 1,
1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 2, 1, 1, 1, 1,
1, 1, 1, 1, 2, 1, 1, 1,
1, 1, 1, 1, 2, 1, 1, 1,
1, 1, 1, 0, 0, 1, 1, 1
],
getTile: (col, row) => {
return this.tiles[row * map.cols + col]
}
};
translated to:
At the moment the grass texture variant is based on a random number. The problem with this approach is that the texture changes while walking.
So we somehow want to determine and store the texture state on the server, for example as %Grass{texture: 2}
and %Tree{texture: 4}
.
This also means that tiles can have multiple layers, for example:
[
%Grass{texture: 2},
%Tree{texture: 4}
]
Thoughts on this?
Would something like this make sense?
%Game{
field: [
# row 1 (11 tiles)
[
%Tile{layers: [%Grass{texture: 2}]},
%Tile{layers: [
%Grass{texture: 2},
%Bear{}
]},
%Tile{id: 3, layers: [%Grass{texture: 4}]},
# ...
],
# row 2 (11 tiles)
[
%Tile{layers: [%Grass{texture: 3}]},
%Tile{layers: [%Grass{texture: 2}]},
%Tile{layers: [
%Grass{texture: 1}
%Tree{texture: 3}
]},
# ...
]
# 9 more rows ...
]
}
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