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JZoneGamer enables you to create multiplayer games. Non-programmers can create drag-and-drop games, and programmers can add functionality to these games using a built-in scripting language called Treescript. This language has 2 modes: infix (like Java), and the default: prefix (like Lisp). End-users log on to my web site to play games in their web browsers. At the beginning of each game, the proprietary byte-code (a text file) of that game is accessed by the game server, loaded into memory as a tree, and executed. The following is a description of the JZoneGamer prototype. The full version of JZoneGamer is not restricted to grids, ASCII characters, or tile-based animation. Instead it supports shapes, bitmaps, free-form animation (2D, not 3D), and reusable software components.
The end-user's screen is composed of one or more grids. Each grid square contains a circle, square, character, or is empty. The user can click on any square. The client determines which grid and square is clicked on, and relays that info to the server. The server includes an interpreter, which loads the proprietary byte-code (a text file) corresponding to the current game into memory, in the form of a tree, and executes it. The server also tells the client to update any grid squares that have changed.
The second version of the prototype supports tile-based animation, in which the contents of a grid square can move smoothly from one square to an adjacent square.
The game creation tool is written in Java and is separate from the client and server that run on the Project Darkstar game server. It includes a built-in scripting language of my own design (Treescript), which generates the proprietary byte-code that is uploaded to the game server.