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-- Array to hold all the running game states
mypacman.games = {}
-- Store all the currently playing players
mypacman.players = {}
-- Duration of the power pellet effect (in seconds)
local power_pellet_duration = 10
---------------------------------------------------------
-- Public functions (these can be called from any other place)
-- Start the game from the spawn block at position "pos" activated by "player"
function mypacman.game_start(pos, player)
-- create an id unique for the given position
local id = minetest.pos_to_string(pos)
-- make sure any previous game with the same id has ended
if mypacman.games[id] then
mypacman.game_end(id)
end
-- Create a new game state with that id and add it to the game list
local gamestate = {
id = id,
player_name = player:get_player_name(),
pos = pos,
start = {x=pos.x+14,y=pos.y+0.5,z=pos.z+16},
pellet_count = 0,
level = 1,
speed = 2,
lives = 3,
score = 0,
}
mypacman.games[id] = gamestate
mypacman.players[id] = player
minetest.log("action","New pacman game started at " .. id .. " by " .. gamestate.player_name)
-- place schematic
local schem = minetest.get_modpath("mypacman").."/schems/mypacman_3.mts"
minetest.place_schematic({x=pos.x,y=pos.y-1,z=pos.z-2},schem,0, "air", true)
-- Set start positions
mypacman.game_reset(id, player)
mypacman.update_hud(id, player)
minetest.sound_play("mypacman_beginning", {pos = pos,max_hear_distance = 40,gain = 10.0,})
end
-- Finish the game with the given id
function mypacman.game_end(id)
mypacman.remove_ghosts(id)
mypacman.remove_hud(mypacman.players[id], mypacman.games[id].player_name)
-- Clear the data
mypacman.games[id] = nil
mypacman.players[id] = nil
end
-- Resets the game to the start positions
function mypacman.game_reset(id, player)
local gamestate = mypacman.games[id]
minetest.log("action", "resetting game " .. id)
-- Save the time when the game was last resetted (to solve timing issues)
local last_reset = os.time()
gamestate.power_pellet = false
gamestate.last_reset = last_reset
-- Position the player
local player = player or minetest.get_player_by_name(gamestate.player_name)
player:setpos(gamestate.start)
-- Spawn the ghosts and assign the game id to each ghost
minetest.after(2, function()
if mypacman.games[id] and last_reset == mypacman.games[id].last_reset then
local pos = vector.add(gamestate.pos, {x=13,y=0.5,z=19})
local ghost = minetest.add_entity(pos, "mypacman:inky")
ghost:get_luaentity().gameid = id
end
end)
minetest.after(12, function()
if mypacman.games[id] and last_reset == mypacman.games[id].last_reset then
local pos = vector.add(gamestate.pos, {x=15,y=0.5,z=19})
local ghost = minetest.add_entity(pos, "mypacman:pinky")
ghost:get_luaentity().gameid = id
end
end)
minetest.after(22, function()
if mypacman.games[id] and last_reset == mypacman.games[id].last_reset then
local pos = vector.add(gamestate.pos, {x=13,y=0.5,z=18})
local ghost = minetest.add_entity(pos, "mypacman:blinky")
ghost:get_luaentity().gameid = id
end
end)
minetest.after(32, function()
if mypacman.games[id] and last_reset == mypacman.games[id].last_reset then
local pos = vector.add(gamestate.pos, {x=15,y=0.5,z=18})
local ghost = minetest.add_entity(pos, "mypacman:clyde")
ghost:get_luaentity().gameid = id
end
end)
end
-- Remove all the ghosts from the board with the given id
function mypacman.remove_ghosts(id)
local gamestate = mypacman.games[id]
if not gamestate then return end
-- Remove all non-players (ghosts!)
local boardcenter = vector.add(gamestate.pos, {x=13,y=0.5,z=15})
for index, object in ipairs(minetest.get_objects_inside_radius(boardcenter,20)) do
if object:is_player() ~= true then
object:remove()
end
end
end
-- A player got a pellet, update the state
function mypacman.on_player_got_pellet(player)
local name = player:get_player_name()
local gamestate = mypacman.get_game_by_player(name)
if not gamestate then return end
gamestate.pellet_count = gamestate.pellet_count + 1
gamestate.score = gamestate.score + 10
mypacman.update_hud(gamestate.id, player)
if gamestate.pellet_count >= 252 then -- 252
minetest.chat_send_player(name, "You cleared the board!")
mypacman.remove_ghosts(gamestate.id)
gamestate.pellet_count = 0
gamestate.level = gamestate.level + 1
gamestate.speed = gamestate.level + 1
minetest.after(3.0, function()
minetest.chat_send_player(name, "Starting Level "..gamestate.level)
-- place schematic
local schem = minetest.get_modpath("mypacman").."/schems/mypacman_3.mts"
minetest.place_schematic(vector.add(gamestate.pos, {x=0,y=-1,z=-2}),schem,0, "air", true)
-- Set start positions
mypacman.game_reset(gamestate.id, player)
minetest.sound_play("mypacman_beginning", {pos = pos,max_hear_distance = 40,gain = 10.0,})
end)
end
end
-- A player got a power pellet, update the state
function mypacman.on_player_got_power_pellet(player)
local name = player:get_player_name()
local gamestate = mypacman.get_game_by_player(name)
if not gamestate then return end
minetest.chat_send_player(name, "You got a POWER PELLET")
gamestate.power_pellet = os.time() + power_pellet_duration
gamestate.score = gamestate.score + 50
mypacman.update_hud(gamestate.id, player)
local boardcenter = vector.add(gamestate.pos, {x=13,y=0.5,z=15})
local powersound = minetest.sound_play("mypacman_powerup", {pos = boardcenter,max_hear_distance = 20, object=player, loop=true})
minetest.after(power_pellet_duration, function()
if os.time() >= (gamestate.power_pellet or 0) then
gamestate.power_pellet = false
minetest.chat_send_player(name, "POWER PELLET wore off")
minetest.sound_stop(powersound)
end
end)
end
-- Get the game that the given player is playing
function mypacman.get_game_by_player(player_name)
for _,gamestate in pairs(mypacman.games) do
if gamestate.player_name == player_name then
return gamestate
end
end
end
---------------------------------------------------------
--- Private functions (only can be used inside this file)
-- Save Table
local function gamestate_save()
local data = mypacman.games
local f, err = io.open(minetest.get_worldpath().."/mypacman_data", "w")
if err then return err end
f:write(minetest.serialize(data))
f:close()
end
--Read Table
local function gamestate_load()
local f, err = io.open(minetest.get_worldpath().."/mypacman_data", "r")
if f then
local data = minetest.deserialize(f:read("*a"))
f:close()
return data
else
return nil
end
end
-- Called every 0.5 seconds for each player that is currently playing pacman
local function on_player_gamestep(player, gameid)
local player_pos = player:getpos()
local positions = {
{x=0.5,y=0.5,z=0.5},
{x=-0.5,y=0.5,z=-0.5},
}
for _,pos in pairs(positions) do
pos = vector.add(player_pos, pos)
local node = minetest.get_node(pos)
if node.name == "mypacman:pellet_1" then
minetest.remove_node(pos)
mypacman.on_player_got_pellet(player)
elseif node.name == "mypacman:pellet_2" then
minetest.remove_node(pos)
mypacman.on_player_got_power_pellet(player)
minetest.sound_play("mypacman_eatfruit", {
pos = pos,
max_hear_distance = 100,
gain = 10.0,
})
end
end
end
-------------------
--- Execution code
-- load the gamestate from disk
mypacman.games = gamestate_load() or {}
-- Time counters
local tmr_gamestep = 0
local tmr_savestep = 0
minetest.register_globalstep(function(dtime)
tmr_gamestep = tmr_gamestep + dtime;
if tmr_gamestep > 0.2 then
for id,player in pairs(mypacman.players) do
on_player_gamestep(player, id)
end
tmr_savestep = tmr_savestep + tmr_gamestep
if tmr_savestep > 10 then
gamestate_save()
tmr_savestep = 0
end
tmr_gamestep = 0
end
end)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
for id,game in pairs(mypacman.games) do
if game.player_name == name then
mypacman.players[id] = player
mypacman.update_hud(id, player)
end
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
for id,game in pairs(mypacman.games) do
if game.player_name == name then
mypacman.players[id] = nil
mypacman.remove_hud(player, name)
end
end
end)
-- Chatcommand to end the game for the current player
minetest.register_chatcommand("mypacman_exit", {
params = "",
description = "Loads and saves all rooms",
func = function(name, param)
local gamestate = mypacman.get_game_by_player(name)
if gamestate then
mypacman.game_end(gamestate.id)
minetest.get_player_by_name(name):moveto(vector.add(gamestate.pos,{x=0.5,y=0.5,z=-1.5}))
minetest.chat_send_player(name, "You are no longer playing pacman")
else
minetest.chat_send_player(name, "You are not currently in a pacman game")
end
end
})
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