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| There are three ways to implement multiplayer games: | | There are three ways to implement multiplayer games: |
| * '''Server Mode''': Dedicated server with public IP | | * '''Server Mode''': Dedicated server with public IP |
− | * '''Host Mode''': One player is the host, all other players connect to them | + | * '''Host Mode''': One player is the host, all other players connect to him |
| * '''Shared Mode''': Cloud Room has StateAuthority | | * '''Shared Mode''': Cloud Room has StateAuthority |
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| + | ''Server Mode'' and ''Shared Mode'' can be daunting and won't be covered here. |
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− | ''Server Mode'' and ''Shared Mode'' can be daunting and won't be covered here. Some multiplayer platforms SDK you can check: | + | === Host Mode === |
| + | Host Mode is the easiest way to get started with multiplayer games. In order to implement it in Gideros, we will use the '''Gideros Unite Framework''' written by Arturs Sosins (@'''ar2rsawseen'''). |
| + | |
| + | Get started here: '''[[Gideros Unite Framework]]''' |
| + | |
| + | === Some Multiplayer Platforms SDK === |
| * https://noobhub.co.za/ | | * https://noobhub.co.za/ |
| * https://github.com/Overtorment/NoobHub | | * https://github.com/Overtorment/NoobHub |
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| * https://github.com/EsotericSoftware/kryonet | | * https://github.com/EsotericSoftware/kryonet |
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− | And to get you started using Noobhub:
| + | To get you started using Noobhub with Gideros: |
| * https://forum.gideros.rocks/discussion/4293/noobhub-free-opensource-multiplayer-and-network-messaging-for-gideros-coronasdk/p1 | | * https://forum.gideros.rocks/discussion/4293/noobhub-free-opensource-multiplayer-and-network-messaging-for-gideros-coronasdk/p1 |
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− |
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− | === Host Mode ===
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− | Host Mode is the easiest way to get started with multiplayer. In order to implement it in Gideros, we will use the '''Gideros Unite Framework''' written by Arturs Sosins (@'''ar2rsawseen''').
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− |
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− | The Gideros Unite framework allows a host (server) and clients to connect over a Local Area Network.
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− |
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− | ==== '''[[Gideros Unite Framework]]''' ====
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− |
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− | Some demo code:
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− | <syntaxhighlight lang="lua">
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− | -- we can get all devices that are connected to our network
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− | local devices = {}
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− | serverlink:addEventListener("device", function(e)
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− | print(e.data.id, e.data.ip, e.data.host)
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− | devices[e.data.id] = {}
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− | devices[e.data.id].ip = e.data.ip
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− | devices[e.data.id].name = e.data.host
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− | end)
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− |
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− | serverlink:getDevices()
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− |
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− | -- add some methods, that could be called by other clients or server through network
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− | -- draw something
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− | serverlink:addMethod("draw", self.drawLine, self)
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− | -- end drawing
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− | serverlink:addMethod("end", self.stopDrawing, self)
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− | -- clear drawing
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− | serverlink:addMethod("clear", self.reset, self)
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− |
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− | -- then you can call this methods when needed
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− | serverlink:callMethod("clear")
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− | serverlink:callMethod("draw", someX, someY)
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− |
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− | -- or call method of specific device using its id
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− | serverlink:callMethodOf("clear", 112233)
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− | serverlink:callMethodOf("draw", someX, someY, 112233)
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− |
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− | -- and when game is finished
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− | serverlink:close()
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− | </syntaxhighlight>
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− |
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− | '''Server example code'''
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− | <syntaxhighlight lang="lua">
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− | function onAccept(e)
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− | -- auto accept client with provided id
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− | serverlink:accept(e.data.id)
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− | end
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− |
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− | -- create a server instance
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− | serverlink = Server.new({username = 'myServer'})
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− | -- add event to monitor when new client wants to join
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− | serverlink:addEventListener('newClient', onAccept)
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− | -- start broadcasting to discover devices
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− | serverlink:startBroadcast()
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− |
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− | -- and then before entering game logic
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− | -- if we are ready to play stop broadcasting
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− | serverlink:stopBroadcast()
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− | -- and start only listening to clients
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− | serverlink:startListening()
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− | </syntaxhighlight>
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− |
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− | '''Client example code'''
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− | <syntaxhighlight lang="lua">
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− | function onJoin(e)
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− | -- auto connect to server with provided id
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− | serverlink:connect(e.data.id)
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− | end
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− |
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− | -- create client instance
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− | serverlink = Client.new({username = 'IAmAClient'})
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− | -- create event to monitor when new server starts broadcasting
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− | serverlink:addEventListener('newServer', onJoin)
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− |
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− | -- event to listen if server accepted our connection
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− | serverlink:addEventListener('onAccepted', function()
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− | print('server accepted our connection')
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− | end)
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− | </syntaxhighlight>
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− |
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− | '''Game logic example'''
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− | The game logic is the same for server and clients
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− | <syntaxhighlight lang="lua">
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− | -- we can get all devices that are connected to our network
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− | local devices = {}
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− | serverlink:addEventListener('device', function(e)
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− | print(e.data.id, e.data.ip, e.data.host)
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− | devices[e.data.id] = {}
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− | devices[e.data.id].ip = e.data.ip
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− | devices[e.data.id].name = e.data.host
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− | end)
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− | serverlink:getDevices()
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− |
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− | -- add some methods, that could be called by other clients or server through network
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− | -- draw something
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− | serverlink:addMethod('draw', self.drawLine, self)
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− | -- end drawing
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− | serverlink:addMethod('end', self.stopDrawing, self)
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− | -- clear drawing
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− | serverlink:addMethod('clear', self.reset, self)
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− |
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− | -- then you can call these methods when needed
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− | serverlink:callMethod('clear')
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− | serverlink:callMethod('draw', someX, someY)
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− |
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− | -- or call method of specific device using its id
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− | serverlink:callMethodOf('clear', 112233)
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− | serverlink:callMethodOf('draw', someX, someY, 112233)
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− |
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− | -- when game is finished
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− | serverlink:close()
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− | </syntaxhighlight>
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| {{GIDEROS IMPORTANT LINKS}} | | {{GIDEROS IMPORTANT LINKS}} |