This is an Asteroids clone written in Elixir with Nerves, more for fun and learning than for anything else. Also since the code (and behavior) is relatively simple, I hope that it can serve as an example for Scenic, Nerves, and as a simple poncho project.
It is licensed under the 3-clause BSD license (see LICENSE) for details.
From the root of the repository run the following commands:
- Install scenic pre-requisites
cd play_ui
mix deps.get
iex -S mix
Note: if scenic doesn't launch then you may be affected by the bug ScenicFramework/scenic_new#36
Keys:
W
- Move upA
- Move leftS
- Move downD
- Move rightSPC
- Shoot an asteroid
Use the mouse to target the asteroids (or your finger if you're running with a Nerves touch screen)
Have fun!
SchedEx is used to implement the core animation timer which runs at a rate of 60 frames per second.
Collision detection is incredibly basic and non-performant. Ideally either scenic or a cooperating library would implement some collision detector helpers. If you're interested in collision detection then please contribute to Scenic issue #91.
play/
- The main game logicplay_ui/
- Run via scenic on the desktopfw/
- Run on a Nerves device with a touchscreen- Official Raspberry PI touch screen is supported
TODO:
- Get basic nerves install working on network
- Run scenic play application on nerves!
- Add multiplayer via Phoenix channels
- Add single player control via browser
- Ask for player name
- Add a waiting screen/lobby
- Splash screen add option to choose single player or multiplayer
- Logo will come down and then the options appear
- Pressing "SPC" or "s" will start single player immediately
- Pressing "m" will start multi player immediately
- Test possibility of rendering the current scene to an html canvas
The player javascript will record action states (not key states) Actions:
- move_aim_direction (vector)
- Note: This will also be used for aiming direction
- move_up
- move_right
- move_down
- move_left
- aim_direction (vector)
- shoot
NOTE: if move_aim_direction
is used then the other move and aim actions should
not be used. This will be enforced on the server-side.
- Channel actions
set:actions
- When the channel receives this it will do a
GenServer.cast
to the Asteroids scene to update that players currently set actions - If the channel process goes down, the scene will clear all actions for that player
- Perhaps this can be accomplished with a process link?
- When the channel receives this it will do a