Mk48.io Game
Mk48.io is an online multiplayer naval combat game, in which you take command of a ship and sail your way to victory. Watch out for torpedoes!
Building
Tools
- Install
rustup
(see instructions here) - Install Rust Nightly (
rustup override set nightly-2022-08-14
) - Add WebAssembly target (
rustup target add wasm32-unknown-unknown
) - Install
trunk
(cargo install --locked trunk
, installgcc
first if it complains about missingcc
) - Optionally, install the
make
command
You may use any version of Rust that works, but only nightly-2022-08-14
is known
to be compatible.
Client
- Enter
/client
make
or, equivalently,trunk build --release
- Deploy the server to host the client
Server
- Enter
/server
make
to build and run a test server- Navigate to
localhost:8081
(or whatever port is printed in the console)
HTTPS
If you build the server in --release
mode, it will force HTTPS using a self-signed certificate.
Optionally, specify --certificate-path
and --private-key-path
to use a trusted CA certificate (e.g. acquired via Let's Encrypt). The server will periodically check for and load renewed certificates.
Developing
If you follow the Building steps, you have a fully functioning game (could be used to host a private server). If your goal is to modify the game, you may want to read more :)
Entity data
Entities (ships, weapons, aircraft, collectibles, obstacles, decoys, etc.) are defined at the bottom of
common/src/entity/_type.rs
.
Entity textures
Each entity type must be accompanied by a texture of the same name in the spritesheet, which comes with the
repository. If entity textures need to be changed, see instructions in the sprite_sheet_packer
directory.
Engine
Both client and server rely on our custom game engine (which is present in the engine
directory).
Admin interface (optional)
One notable feature of the engine is an (optional) admin interface. To build it:
- Install NodeJS 14 or higher (here)
- Enter
/engine/js
make
- Deploy the server to host the admin interface
- Go to
localhost:8080/admin
- Paste the contents of
engine/game_server/src/auth.txt
, generated randomly by a build script, into the alert dialog
Macros
Many macros are utilized by the codebase. Mk48-specific macros can be found in the macros
directory,
and game engine macros can be found in the engine/engine_macros
directory. A few notable macros are:
- Mk48 entity loader (generates
EntityData
for all entity types, used by both client and server) - Game engine audio loader (generates
Audio
enum for client, with a variant per sound) - Game engine settings (generates Javascript bindings for settings structs)
- Game engine renderer layer (for composable rendering layers)
Contributing
See Contributing Wiki page.