Try gooner animation
This commit is contained in:
39
game/game.go
39
game/game.go
@ -68,17 +68,14 @@ func (g *Game) Update(deltaTime float32) {
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return
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}
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// Assign model based on player ID
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modelIndex := int(playerID) % len(g.Models)
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g.Player = &types.Player{
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Speed: 50.0,
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TargetPath: []types.Tile{},
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UserData: g,
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QuitDone: make(chan struct{}),
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ID: playerID,
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Model: g.Models[modelIndex].Model,
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Texture: g.Models[modelIndex].Texture,
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}
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g.AssignModelToPlayer(g.Player)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
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g.isLoggedIn = true
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@ -163,8 +160,26 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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Z: player.PosActual.Z,
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}
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if player.ID%int32(len(g.Models)) == 0 {
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modelAsset := g.Models[0]
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// Check if model has animations
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if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
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if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
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anim := modelAsset.Animations.Walk[0] // Use first walk animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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} else if len(modelAsset.Animations.Idle) > 0 {
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anim := modelAsset.Animations.Idle[0] // Use first idle animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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}
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}
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}
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rl.DrawModel(model, playerPos, 16, rl.White)
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// Draw floating messages and path indicators
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if player.FloatingMessage != nil {
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screenPos := rl.GetWorldToScreen(rl.Vector3{
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X: playerPos.X,
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@ -207,12 +222,9 @@ func (g *Game) Render() {
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rl.BeginMode3D(g.Camera)
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g.DrawMap()
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g.DrawPlayer(g.Player, g.Player.Model)
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for id, other := range g.OtherPlayers {
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for _, other := range g.OtherPlayers {
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if other.Model.Meshes == nil {
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// Assign model based on player ID for consistency
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modelIndex := int(id) % len(g.Models)
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other.Model = g.Models[modelIndex].Model
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other.Texture = g.Models[modelIndex].Texture
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g.AssignModelToPlayer(other)
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}
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g.DrawPlayer(other, other.Model)
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}
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@ -352,3 +364,12 @@ func (g *Game) Shutdown() {
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func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
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g.Chat.HandleServerMessages(messages)
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}
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func (g *Game) AssignModelToPlayer(player *types.Player) {
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modelIndex := int(player.ID) % len(g.Models)
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modelAsset := g.Models[modelIndex]
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// Just use the original model - don't try to copy it
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player.Model = modelAsset.Model
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player.Texture = modelAsset.Texture
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}
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