basic buzzer working with websocket comms

This commit is contained in:
joeyahines committed 2025-05-11 16:16:43 -06:00
1 parent 0fd244f3d4
commit 3bb58b5719
17 files changed
+1136 -82

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+66
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use ewebsock::WsEvent;
use macroquad::prelude::{error, info};
use crate::model::{ClientMessage, ClientRequest, GameResponse};
pub struct Context {
pub sender: ewebsock::WsSender,
pub reciever: ewebsock::WsReceiver,
pub token: String,
pub username: String,
}
impl Context {
pub fn new(url: &str) -> Context {
let (sender, reciever) = ewebsock::connect(url, ewebsock::Options::default()).unwrap();
Self {
sender,
reciever,
token: String::new(),
username: String::new(),
}
}
pub fn send_msg(&mut self, msg: &ClientMessage) {
let request = ClientRequest {
token: self.token.clone(),
msg: msg.clone(),
};
let msg = serde_json::to_string(&request).unwrap();
self.sender.send(ewebsock::WsMessage::Text(msg));
}
pub fn recv_msg(&mut self) -> Option<GameResponse> {
if let Some(msg) = self.reciever.try_recv() {
match msg {
WsEvent::Opened => {
info!("Web socket opened!");
None
}
WsEvent::Message(ws_message) => match ws_message {
ewebsock::WsMessage::Text(msg) => {
let game_resp: GameResponse = serde_json::from_str(&msg).unwrap();
if let GameResponse::JoinResponse { username, token } = &game_resp {
self.username = username.clone();
self.token = token.clone();
}
Some(game_resp)
}
_ => None,
},
WsEvent::Error(err) => {
error!("Something hecky going on: {}", err);
None
}
WsEvent::Closed => {
panic!("Socket closed, something up...");
}
}
} else {
None
}
}
}
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use crate::StateTransition;
use crate::context::Context;
use crate::model::register::Register;
use crate::model::{ClientMessage, GameResponse};
use crate::screen::Screen;
use macroquad::hash;
use macroquad::{prelude::*, ui::root_ui};
#[derive(Default)]
pub struct LoginScreen {
new_username: String,
new_room_code: String,
sent_join: bool,
retry_count: usize,
error_msg: bool,
}
impl Screen for LoginScreen {
fn handle_frame(&mut self, ctx: &mut Context) -> Option<StateTransition> {
clear_background(WHITE);
let group_size = Vec2::new(screen_width() * 0.25, screen_height() * 0.05);
let window_size = Vec2::new(screen_width() * 0.25, screen_height() * 0.25);
let mut pressed_join = false;
root_ui().window(
hash!("Window"),
Vec2::new(
screen_width() * 0.5 - window_size.x * 0.5,
screen_height() * 0.5 - window_size.x * 0.5,
),
Vec2::new(screen_width() * 0.25, screen_height() * 0.25),
|ui| {
ui.group(hash!("User Group"), group_size, |ui| {
ui.input_text(hash!("Username In"), "Username", &mut self.new_username);
});
ui.group(hash!("Room Group"), group_size, |ui| {
ui.input_text(hash!("Room Code In"), "Room Code", &mut self.new_room_code);
});
ui.group(hash!("Join Group"), group_size, |ui| {
if ui.button(Vec2::new(group_size.x * 0.45, 0.0), "Join") {
info!(
"User pressed joined with name={} room_code={}",
self.new_username, self.new_room_code
);
pressed_join = true;
}
});
if self.error_msg {
ui.group(hash!("Error Group"), group_size, |ui| {
ui.label(Vec2::new(0.0, 0.0), "Failed to join game, try again...");
});
}
},
);
if pressed_join {
ctx.send_msg(&ClientMessage::Register(Register {
game_code: self.new_room_code.clone(),
username: self.new_username.clone(),
}));
self.sent_join = true;
}
if self.sent_join {
let msg = ctx.recv_msg();
if let Some(GameResponse::JoinResponse { username, token }) = msg {
return Some(StateTransition::JoinAsPlayer { username, token });
}
self.retry_count += 1;
if self.retry_count > get_fps() as usize * 5 {
warn!("Join failed, try again...");
self.retry_count = 0;
self.sent_join = false;
self.error_msg = true;
}
}
None
}
}
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use macroquad::hash;
use macroquad::{prelude::*, ui::root_ui};
use context::Context;
use login_screen::LoginScreen;
use macroquad::prelude::*;
use player_screen::PlayerScreen;
use screen::Screen;
mod context;
mod login_screen;
mod model;
mod player_screen;
mod screen;
pub enum State {
Init,
Login(LoginScreen),
PlayerScreen(PlayerScreen),
}
impl State {
pub fn transition_state(&self, transition: StateTransition) -> Self {
match transition {
StateTransition::Init | StateTransition::LeaveGame => {
Self::Login(LoginScreen::default())
}
StateTransition::JoinAsPlayer { username, token } => {
Self::PlayerScreen(PlayerScreen::new(&username, &token))
}
}
}
pub fn handle_frame(&mut self, ctx: &mut Context) -> Option<StateTransition> {
match self {
Self::Init => Some(StateTransition::Init),
Self::Login(login_screen) => login_screen.handle_frame(ctx),
Self::PlayerScreen(player_screen) => player_screen.handle_frame(ctx),
}
}
}
pub enum StateTransition {
Init,
JoinAsPlayer { username: String, token: String },
LeaveGame,
}
#[macroquad::main("Play of the Game")]
async fn main() {
let mut username = String::new();
let mut rooom_code = String::new();
let mut context = Context::new("ws://127.0.0.1:8080/ws");
let mut state = State::Init;
state.transition_state(StateTransition::Init);
loop {
clear_background(WHITE);
let group_size = Vec2::new(screen_width() * 0.25, screen_height() * 0.05);
let window_size = Vec2::new(screen_width() * 0.25, screen_height() * 0.25);
root_ui().window(
hash!("Window"),
Vec2::new(
screen_width() * 0.5 - window_size.x * 0.5,
screen_height() * 0.5 - window_size.x * 0.5,
),
Vec2::new(screen_width() * 0.25, screen_height() * 0.25),
|ui| {
ui.group(hash!("User Group"), group_size, |ui| {
ui.input_text(hash!("Username In"), "Username", &mut username);
});
ui.group(hash!("Room Group"), group_size, |ui| {
ui.input_text(hash!("Room Code In"), "Room Code", &mut rooom_code);
});
ui.group(hash!("Join Group"), group_size, |ui| {
if ui.button(Vec2::new(group_size.x * 0.45, 0.0), "Join") {
info!(
"User pressed joined with name={} room_code={}",
username, rooom_code
);
}
});
},
);
if let Some(transition) = state.handle_frame(&mut context) {
state = state.transition_state(transition);
}
next_frame().await
}
}
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use serde::{Deserialize, Serialize};
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct BuzzIn {
pub time: f64,
}
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use buzz_in::BuzzIn;
use register::Register;
use serde::{Deserialize, Serialize};
pub mod buzz_in;
pub mod register;
#[derive(Debug, Serialize, Clone)]
#[serde(tag = "type")]
pub enum ClientMessage {
BuzzIn(BuzzIn),
Register(Register),
}
#[derive(Debug, Serialize)]
pub struct ClientRequest {
pub token: String,
pub msg: ClientMessage,
}
#[derive(Debug, Deserialize)]
#[serde(tag = "type")]
pub enum GameResponse {
JoinResponse { username: String, token: String },
AckBuzzer,
ResetBuzzer,
UpdatePountTotal { score: i32 },
}
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use serde::Serialize;
#[derive(Debug, Serialize, Clone)]
pub struct Register {
pub game_code: String,
pub username: String,
}
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use web_time::{SystemTime, UNIX_EPOCH};
use crate::StateTransition;
use crate::context::Context;
use crate::model::ClientMessage;
use crate::model::buzz_in::BuzzIn;
use crate::screen::Screen;
use macroquad::prelude::*;
pub struct PlayerScreen {
token: String,
username: String,
score: i32,
button_pressed: bool,
}
impl PlayerScreen {
pub fn new(token: &str, username: &str) -> Self {
Self {
token: token.to_string(),
username: username.to_string(),
score: 0,
button_pressed: false,
}
}
}
impl Screen for PlayerScreen {
fn handle_frame(&mut self, ctx: &mut Context) -> Option<StateTransition> {
clear_background(BEIGE);
let button_color = if self.button_pressed {
Color::from_hex(0xaa0000)
} else {
RED
};
let button_size = (screen_width() * 0.33).min(screen_height() * 0.20);
draw_circle(
screen_width() * 0.5,
screen_height() * 0.5,
button_size * 1.1,
DARKBROWN,
);
draw_circle(
screen_width() * 0.5,
screen_height() * 0.5,
button_size,
button_color,
);
if is_mouse_button_pressed(MouseButton::Left) {
let loc = Vec2::from(mouse_position());
let normalize = loc - Vec2::new(screen_width() * 0.5, screen_height() * 0.5);
if normalize.length() < button_size {
let timestamp = SystemTime::now();
let unix_timestamp = timestamp.duration_since(UNIX_EPOCH).expect("Time invalid");
let time = unix_timestamp.as_secs_f64();
info!("Button pressed @ {}", time);
self.button_pressed = true;
let buzz_in = BuzzIn { time };
ctx.send_msg(&ClientMessage::BuzzIn(buzz_in));
}
}
None
}
}
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use crate::{StateTransition, context::Context};
pub trait Screen {
fn init_frame(&mut self) {}
fn handle_frame(&mut self, ctx: &mut Context) -> Option<StateTransition>;
}