Fix OOB and refactor
This commit is contained in:
parent
2b9ece3c10
commit
5c5040cd42
54
camera.go
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54
camera.go
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@ -0,0 +1,54 @@
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package main
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import (
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"math"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
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// Update camera based on mouse wheel
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wheelMove := rl.GetMouseWheelMove()
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if wheelMove != 0 {
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cameraDistance += -wheelMove * 5
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if cameraDistance < 10 {
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cameraDistance = 10
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}
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if cameraDistance > 250 {
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cameraDistance = 250
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}
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}
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// Orbit camera around the player using arrow keys
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if rl.IsKeyDown(rl.KeyRight) {
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cameraYaw += 100 * deltaTime
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}
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if rl.IsKeyDown(rl.KeyLeft) {
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cameraYaw -= 100 * deltaTime
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}
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if rl.IsKeyDown(rl.KeyUp) {
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cameraPitch -= 50 * deltaTime
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if cameraPitch < 20 {
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cameraPitch = 20
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}
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}
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if rl.IsKeyDown(rl.KeyDown) {
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cameraPitch += 50 * deltaTime
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if cameraPitch > 85 {
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cameraPitch = 85
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}
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}
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// Calculate the new camera position using spherical coordinates
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cameraYawRad := float64(cameraYaw) * rl.Deg2rad
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cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
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cameraPos := rl.Vector3{
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X: player.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
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Y: player.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
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Z: player.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
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}
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// Update the camera's position and target
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camera.Position = cameraPos
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camera.Target = rl.NewVector3(player.X, player.Y, player.Z)
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}
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12
constants.go
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12
constants.go
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package main
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import "time"
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const (
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MapWidth = 50
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MapHeight = 50
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TileSize = 32
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TileHeight = 2.0
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TickRate = 2600 * time.Millisecond // Server tick rate (600ms)
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serverAddr = "localhost:6969"
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)
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@ -1 +0,0 @@
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package utils
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@ -1 +0,0 @@
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package utils
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88
input.go
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88
input.go
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package main
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import (
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"fmt"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func GetTileAtMouse(camera *rl.Camera3D) (Tile, bool) {
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if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
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return Tile{}, false
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}
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mouse := rl.GetMousePosition()
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ray := rl.GetMouseRay(mouse, *camera)
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for x := 0; x < MapWidth; x++ {
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for y := 0; y < MapHeight; y++ {
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tile := mapGrid[x][y]
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// Define the bounding box for each tile based on its position and height
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tilePos := rl.NewVector3(float32(x*TileSize), tile.Height*TileHeight, float32(y*TileSize))
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boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
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boxMax := rl.Vector3Add(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
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// Check if the ray intersects the bounding box
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if RayIntersectsBox(ray, boxMin, boxMax) {
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fmt.Println("Clicked:", tile.X, tile.Y)
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return tile, true
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}
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}
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}
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return Tile{}, false
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}
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func HandleInput(player *Player, camera *rl.Camera) {
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clickedTile, clicked := GetTileAtMouse(camera)
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if clicked {
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path := FindPath(mapGrid[player.PosTile.X][player.PosTile.Y], clickedTile)
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if path != nil {
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// Exclude the first tile (current position)
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if len(path) > 1 {
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player.TargetPath = path[1:]
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player.ActionQueue = append(player.ActionQueue, Action{Type: MoveAction, X: clickedTile.X, Y: clickedTile.Y})
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}
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}
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}
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}
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// Helper function to test ray-box intersection (slab method)
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func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
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tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
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tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
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if tmin > tmax {
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tmin, tmax = tmax, tmin
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}
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tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
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tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
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if tymin > tymax {
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tymin, tymax = tymax, tymin
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}
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if (tmin > tymax) || (tymin > tmax) {
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return false
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}
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if tymin > tmin {
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tmin = tymin
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}
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if tymax < tmax {
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tmax = tymax
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}
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tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
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tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
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if tzmin > tzmax {
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tzmin, tzmax = tzmax, tzmin
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}
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if (tmin > tzmax) || (tzmin > tmax) {
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return false
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}
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return true
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}
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552
main.go
552
main.go
@ -1,24 +1,9 @@
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package main
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package main
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import (
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import (
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"fmt"
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"log"
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"log"
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"math"
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"net"
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"time"
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pb "gitea.boner.be/bdnugget/goonserver/actions"
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rl "github.com/gen2brain/raylib-go/raylib"
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rl "github.com/gen2brain/raylib-go/raylib"
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"google.golang.org/protobuf/proto"
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)
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const (
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MapWidth = 50
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MapHeight = 50
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TileSize = 32
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TileHeight = 2.0
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TickRate = 2600 * time.Millisecond // Server tick rate (600ms)
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serverAddr = "localhost:6969"
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)
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)
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var (
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var (
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@ -28,263 +13,6 @@ var (
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mapGrid = InitMap()
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mapGrid = InitMap()
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)
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)
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type Tile struct {
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X, Y int
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Height float32
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Walkable bool
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}
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type ActionType int
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const (
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MoveAction ActionType = iota
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)
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type Action struct {
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Type ActionType
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X, Y int // Target position for movement
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}
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type Player struct {
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PosActual rl.Vector3
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PosTile Tile
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TargetPath []Tile
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Speed float32
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ActionQueue []Action // Queue for player actions
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Model rl.Model
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Texture rl.Texture2D
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ID int32
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}
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// Initialize the map with some height data
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func InitMap() [][]Tile {
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mapGrid := make([][]Tile, MapWidth)
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for x := 0; x < MapWidth; x++ {
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mapGrid[x] = make([]Tile, MapHeight)
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for y := 0; y < MapHeight; y++ {
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mapGrid[x][y] = Tile{
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X: x,
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Y: y,
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Height: 1.0 + float32(x%5), // Example height
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Walkable: true, // Set to false for obstacles
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}
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}
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}
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return mapGrid
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}
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func DrawMap() {
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for x := 0; x < MapWidth; x++ {
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for y := 0; y < MapHeight; y++ {
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tile := mapGrid[x][y]
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// Interpolate height between adjacent tiles for a smoother landscape
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height := tile.Height
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if x > 0 {
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height += mapGrid[x-1][y].Height
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}
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if y > 0 {
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height += mapGrid[x][y-1].Height
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}
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if x > 0 && y > 0 {
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height += mapGrid[x-1][y-1].Height
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}
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height /= 4.0
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// Draw each tile as a 3D cube based on its height
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tilePos := rl.Vector3{
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X: float32(x * TileSize), // X-axis for horizontal position
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Y: height * TileHeight, // Y-axis for height (Z in 3D is Y here)
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Z: float32(y * TileSize), // Z-axis for depth (Y in 3D is Z here)
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}
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color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
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rl.DrawCube(tilePos, TileSize, TileHeight, TileSize, color) // Draw a cube representing the tile
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}
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}
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}
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func DrawPlayer(player Player, model rl.Model) {
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// Draw the player based on its actual position (PosActual) and current tile height
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playerPos := rl.Vector3{
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X: player.PosActual.X,
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Y: mapGrid[player.PosTile.X][player.PosTile.Y].Height*TileHeight + 16.0,
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Z: player.PosActual.Z,
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}
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rl.DrawModel(model, playerPos, 16, rl.White)
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// Draw highlight around target tile
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if len(player.TargetPath) > 0 {
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targetTile := player.TargetPath[len(player.TargetPath)-1] // last tile in the slice
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targetPos := rl.Vector3{
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X: float32(targetTile.X * TileSize),
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Y: mapGrid[targetTile.X][targetTile.Y].Height * TileHeight,
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Z: float32(targetTile.Y * TileSize),
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}
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rl.DrawCubeWires(targetPos, TileSize, TileHeight, TileSize, rl.Green)
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nextTile := player.TargetPath[0] // first tile in the slice
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nextPos := rl.Vector3{
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X: float32(nextTile.X * TileSize),
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Y: mapGrid[nextTile.X][nextTile.Y].Height * TileHeight,
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Z: float32(nextTile.Y * TileSize),
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}
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rl.DrawCubeWires(nextPos, TileSize, TileHeight, TileSize, rl.Yellow)
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}
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}
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// Helper function to test ray-box intersection (slab method)
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func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
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tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
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tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
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if tmin > tmax {
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tmin, tmax = tmax, tmin
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}
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tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
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tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
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if tymin > tymax {
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tymin, tymax = tymax, tymin
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}
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if (tmin > tymax) || (tymin > tmax) {
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return false
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}
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if tymin > tmin {
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tmin = tymin
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}
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if tymax < tmax {
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tmax = tymax
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}
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tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
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tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
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if tzmin > tzmax {
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tzmin, tzmax = tzmax, tzmin
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}
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if (tmin > tzmax) || (tzmin > tmax) {
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return false
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}
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return true
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}
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func GetTileAtMouse(camera *rl.Camera3D) (Tile, bool) {
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if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
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return Tile{}, false
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}
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mouse := rl.GetMousePosition()
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ray := rl.GetMouseRay(mouse, *camera)
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for x := 0; x < MapWidth; x++ {
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for y := 0; y < MapHeight; y++ {
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tile := mapGrid[x][y]
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// Define the bounding box for each tile based on its position and height
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tilePos := rl.NewVector3(float32(x*TileSize), tile.Height*TileHeight, float32(y*TileSize))
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boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
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boxMax := rl.Vector3Add(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
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// Check if the ray intersects the bounding box
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if RayIntersectsBox(ray, boxMin, boxMax) {
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fmt.Println("Clicked:", tile.X, tile.Y)
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return tile, true
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}
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}
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}
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return Tile{}, false
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}
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func (player *Player) MoveTowards(target Tile, deltaTime float32) {
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// Calculate the direction vector to the target tile
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targetPos := rl.Vector3{
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X: float32(target.X * TileSize),
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Y: mapGrid[target.X][target.Y].Height * TileHeight,
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Z: float32(target.Y * TileSize),
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}
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// Calculate direction and normalize it for smooth movement
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direction := rl.Vector3Subtract(targetPos, player.PosActual)
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distance := rl.Vector3Length(direction)
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if distance > 0 {
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direction = rl.Vector3Scale(direction, player.Speed*deltaTime/distance)
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}
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// Move the player towards the target tile
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if distance > 1.0 {
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player.PosActual = rl.Vector3Add(player.PosActual, direction)
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} else {
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// Snap to the target tile when close enough
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player.PosActual = targetPos
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player.PosTile = target // Update player's tile
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player.TargetPath = player.TargetPath[1:] // Move to next tile in path if any
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}
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}
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func HandleInput(player *Player, camera *rl.Camera) {
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clickedTile, clicked := GetTileAtMouse(camera)
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if clicked {
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path := FindPath(mapGrid[player.PosTile.X][player.PosTile.Y], clickedTile)
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||||||
if path != nil {
|
|
||||||
// Exclude the first tile (current position)
|
|
||||||
if len(path) > 1 {
|
|
||||||
player.TargetPath = path[1:]
|
|
||||||
player.ActionQueue = append(player.ActionQueue, Action{Type: MoveAction, X: clickedTile.X, Y: clickedTile.Y})
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
|
|
||||||
// Update camera based on mouse wheel
|
|
||||||
wheelMove := rl.GetMouseWheelMove()
|
|
||||||
if wheelMove != 0 {
|
|
||||||
cameraDistance += -wheelMove * 5
|
|
||||||
if cameraDistance < 10 {
|
|
||||||
cameraDistance = 10
|
|
||||||
}
|
|
||||||
if cameraDistance > 250 {
|
|
||||||
cameraDistance = 250
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Orbit camera around the player using arrow keys
|
|
||||||
if rl.IsKeyDown(rl.KeyRight) {
|
|
||||||
cameraYaw += 100 * deltaTime
|
|
||||||
}
|
|
||||||
if rl.IsKeyDown(rl.KeyLeft) {
|
|
||||||
cameraYaw -= 100 * deltaTime
|
|
||||||
}
|
|
||||||
if rl.IsKeyDown(rl.KeyUp) {
|
|
||||||
cameraPitch -= 50 * deltaTime
|
|
||||||
if cameraPitch < 20 {
|
|
||||||
cameraPitch = 20
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if rl.IsKeyDown(rl.KeyDown) {
|
|
||||||
cameraPitch += 50 * deltaTime
|
|
||||||
if cameraPitch > 85 {
|
|
||||||
cameraPitch = 85
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Calculate the new camera position using spherical coordinates
|
|
||||||
cameraYawRad := float64(cameraYaw) * rl.Deg2rad
|
|
||||||
cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
|
|
||||||
cameraPos := rl.Vector3{
|
|
||||||
X: player.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
|
|
||||||
Y: player.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
|
|
||||||
Z: player.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update the camera's position and target
|
|
||||||
camera.Position = cameraPos
|
|
||||||
camera.Target = rl.NewVector3(player.X, player.Y, player.Z)
|
|
||||||
}
|
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
rl.InitWindow(1024, 768, "GoonScape")
|
rl.InitWindow(1024, 768, "GoonScape")
|
||||||
defer rl.CloseWindow()
|
defer rl.CloseWindow()
|
||||||
@ -318,44 +46,25 @@ func main() {
|
|||||||
|
|
||||||
go HandleServerCommunication(conn, playerID, &player, otherPlayers)
|
go HandleServerCommunication(conn, playerID, &player, otherPlayers)
|
||||||
|
|
||||||
goonerModel := rl.LoadModel("resources/models/goonion.obj")
|
models, err := LoadModels()
|
||||||
defer rl.UnloadModel(goonerModel)
|
if err != nil {
|
||||||
playerTexture := rl.LoadTexture("resources/models/goonion.png")
|
log.Fatalf("Failed to load models: %v", err)
|
||||||
defer rl.UnloadTexture(playerTexture)
|
|
||||||
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, playerTexture)
|
|
||||||
|
|
||||||
coomerModel := rl.LoadModel("resources/models/coomer.obj")
|
|
||||||
defer rl.UnloadModel(coomerModel)
|
|
||||||
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
|
|
||||||
defer rl.UnloadTexture(coomerTexture)
|
|
||||||
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
|
|
||||||
|
|
||||||
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
|
|
||||||
defer rl.UnloadModel(shrekeModel)
|
|
||||||
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
|
|
||||||
defer rl.UnloadTexture(shrekeTexture)
|
|
||||||
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
|
|
||||||
|
|
||||||
models := []struct {
|
|
||||||
Model rl.Model
|
|
||||||
Texture rl.Texture2D
|
|
||||||
}{
|
|
||||||
{Model: goonerModel, Texture: playerTexture},
|
|
||||||
{Model: coomerModel, Texture: coomerTexture},
|
|
||||||
{Model: shrekeModel, Texture: shrekeTexture},
|
|
||||||
}
|
}
|
||||||
|
defer UnloadModels(models)
|
||||||
|
|
||||||
modelIndex := int(playerID) % len(models)
|
modelIndex := int(playerID) % len(models)
|
||||||
player.Model = models[modelIndex].Model
|
player.Model = models[modelIndex].Model
|
||||||
player.Texture = models[modelIndex].Texture
|
player.Texture = models[modelIndex].Texture
|
||||||
|
|
||||||
rl.SetTargetFPS(60)
|
music, err := LoadMusic("resources/audio/GoonScape2.mp3")
|
||||||
|
if err != nil {
|
||||||
// Music
|
log.Fatalf("Failed to load music: %v", err)
|
||||||
music := rl.LoadMusicStream("resources/audio/GoonScape2.mp3")
|
}
|
||||||
|
defer UnloadMusic(music)
|
||||||
rl.PlayMusicStream(music)
|
rl.PlayMusicStream(music)
|
||||||
rl.SetMusicVolume(music, 0.5)
|
rl.SetMusicVolume(music, 0.5)
|
||||||
defer rl.UnloadMusicStream(music)
|
|
||||||
|
rl.SetTargetFPS(60)
|
||||||
|
|
||||||
for !rl.WindowShouldClose() {
|
for !rl.WindowShouldClose() {
|
||||||
|
|
||||||
@ -383,6 +92,9 @@ func main() {
|
|||||||
DrawPlayer(player, player.Model)
|
DrawPlayer(player, player.Model)
|
||||||
|
|
||||||
for id, other := range otherPlayers {
|
for id, other := range otherPlayers {
|
||||||
|
if len(other.TargetPath) > 0 {
|
||||||
|
other.MoveTowards(other.TargetPath[0], deltaTime)
|
||||||
|
}
|
||||||
DrawPlayer(*other, models[int(id)%len(models)].Model)
|
DrawPlayer(*other, models[int(id)%len(models)].Model)
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -391,218 +103,48 @@ func main() {
|
|||||||
rl.EndDrawing()
|
rl.EndDrawing()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
func ConnectToServer() (net.Conn, int32, error) {
|
|
||||||
// Attempt to connect to the server
|
|
||||||
conn, err := net.Dial("tcp", serverAddr)
|
|
||||||
if err != nil {
|
|
||||||
log.Printf("Failed to dial server: %v", err)
|
|
||||||
return nil, 0, err
|
|
||||||
}
|
|
||||||
|
|
||||||
log.Println("Connected to server. Waiting for player ID...")
|
func LoadModels() ([]struct {
|
||||||
// Buffer for incoming server message
|
Model rl.Model
|
||||||
buf := make([]byte, 1024)
|
Texture rl.Texture2D
|
||||||
n, err := conn.Read(buf)
|
}, error) {
|
||||||
if err != nil {
|
goonerModel := rl.LoadModel("resources/models/goonion.obj")
|
||||||
log.Printf("Error reading player ID from server: %v", err)
|
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
|
||||||
return nil, 0, err
|
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
|
||||||
}
|
|
||||||
|
|
||||||
log.Printf("Received data: %x", buf[:n])
|
coomerModel := rl.LoadModel("resources/models/coomer.obj")
|
||||||
|
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
|
||||||
|
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
|
||||||
|
|
||||||
// Unmarshal server message to extract the player ID
|
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
|
||||||
var response pb.ServerMessage
|
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
|
||||||
if err := proto.Unmarshal(buf[:n], &response); err != nil {
|
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
|
||||||
log.Printf("Failed to unmarshal server response: %v", err)
|
|
||||||
return nil, 0, err
|
|
||||||
}
|
|
||||||
|
|
||||||
playerID := response.GetPlayerId()
|
return []struct {
|
||||||
log.Printf("Successfully connected with player ID: %d", playerID)
|
Model rl.Model
|
||||||
return conn, playerID, nil
|
Texture rl.Texture2D
|
||||||
|
}{
|
||||||
|
{Model: goonerModel, Texture: goonerTexture},
|
||||||
|
{Model: coomerModel, Texture: coomerTexture},
|
||||||
|
{Model: shrekeModel, Texture: shrekeTexture},
|
||||||
|
}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
|
func UnloadModels(models []struct {
|
||||||
// Goroutine to handle sending player's actions to the server
|
Model rl.Model
|
||||||
go func() {
|
Texture rl.Texture2D
|
||||||
for {
|
}) {
|
||||||
if len(player.ActionQueue) > 0 {
|
for _, model := range models {
|
||||||
// Process the first action in the queue
|
rl.UnloadModel(model.Model)
|
||||||
actionData := player.ActionQueue[0]
|
rl.UnloadTexture(model.Texture)
|
||||||
action := &pb.Action{
|
|
||||||
PlayerId: playerID,
|
|
||||||
Type: pb.Action_MOVE,
|
|
||||||
X: int32(actionData.X),
|
|
||||||
Y: int32(actionData.Y),
|
|
||||||
}
|
|
||||||
|
|
||||||
// Serialize the action
|
|
||||||
data, err := proto.Marshal(action)
|
|
||||||
if err != nil {
|
|
||||||
log.Printf("Failed to marshal action: %v", err)
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
// Send action to server
|
|
||||||
_, err = conn.Write(data)
|
|
||||||
if err != nil {
|
|
||||||
log.Printf("Failed to send action to server: %v", err)
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove the action from the queue once it's sent
|
|
||||||
player.ActionQueue = player.ActionQueue[1:]
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add a delay to match the server's tick rate
|
|
||||||
time.Sleep(TickRate)
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
|
|
||||||
// Main loop to handle receiving updates from the server
|
|
||||||
for {
|
|
||||||
buf := make([]byte, 4096)
|
|
||||||
n, err := conn.Read(buf)
|
|
||||||
if err != nil {
|
|
||||||
log.Printf("Failed to read from server: %v", err)
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
var serverMessage pb.ServerMessage
|
|
||||||
if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
|
|
||||||
log.Printf("Failed to unmarshal server message: %v", err)
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update other players' states
|
|
||||||
for _, state := range serverMessage.Players {
|
|
||||||
if state.PlayerId != playerID {
|
|
||||||
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
|
||||||
otherPlayer.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
|
|
||||||
} else {
|
|
||||||
otherPlayers[state.PlayerId] = &Player{
|
|
||||||
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
|
||||||
PosActual: rl.Vector3{
|
|
||||||
X: float32(state.X * TileSize),
|
|
||||||
Y: float32(state.Y * TileHeight),
|
|
||||||
Z: float32(state.Y * TileSize),
|
|
||||||
},
|
|
||||||
ID: state.PlayerId,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// pathfinding
|
func LoadMusic(filename string) (rl.Music, error) {
|
||||||
type Node struct {
|
music := rl.LoadMusicStream(filename)
|
||||||
Tile Tile
|
return music, nil
|
||||||
Parent *Node
|
|
||||||
G, H, F float32
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func FindPath(start, end Tile) []Tile {
|
func UnloadMusic(music rl.Music) {
|
||||||
openList := []*Node{}
|
rl.UnloadMusicStream(music)
|
||||||
closedList := make(map[[2]int]bool)
|
|
||||||
|
|
||||||
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
|
|
||||||
startNode.F = startNode.G + startNode.H
|
|
||||||
openList = append(openList, startNode)
|
|
||||||
|
|
||||||
for len(openList) > 0 {
|
|
||||||
// Find node with lowest F
|
|
||||||
current := openList[0]
|
|
||||||
currentIndex := 0
|
|
||||||
for i, node := range openList {
|
|
||||||
if node.F < current.F {
|
|
||||||
current = node
|
|
||||||
currentIndex = i
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Move current to closed list
|
|
||||||
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
|
|
||||||
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
|
|
||||||
|
|
||||||
// Check if reached the end
|
|
||||||
if current.Tile.X == end.X && current.Tile.Y == end.Y {
|
|
||||||
path := []Tile{}
|
|
||||||
node := current
|
|
||||||
for node != nil {
|
|
||||||
path = append([]Tile{node.Tile}, path...)
|
|
||||||
node = node.Parent
|
|
||||||
}
|
|
||||||
fmt.Printf("Path found: %v\n", path)
|
|
||||||
return path
|
|
||||||
}
|
|
||||||
|
|
||||||
// Generate neighbors
|
|
||||||
neighbors := GetNeighbors(current.Tile)
|
|
||||||
for _, neighbor := range neighbors {
|
|
||||||
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
tentativeG := current.G + distance(current.Tile, neighbor)
|
|
||||||
inOpen := false
|
|
||||||
var existingNode *Node
|
|
||||||
for _, node := range openList {
|
|
||||||
if node.Tile.X == neighbor.X && node.Tile.Y == neighbor.Y {
|
|
||||||
existingNode = node
|
|
||||||
inOpen = true
|
|
||||||
break
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if !inOpen || tentativeG < existingNode.G {
|
|
||||||
newNode := &Node{
|
|
||||||
Tile: neighbor,
|
|
||||||
Parent: current,
|
|
||||||
G: tentativeG,
|
|
||||||
H: heuristic(neighbor, end),
|
|
||||||
}
|
|
||||||
newNode.F = newNode.G + newNode.H
|
|
||||||
if !inOpen {
|
|
||||||
openList = append(openList, newNode)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// No path found
|
|
||||||
fmt.Println("No path found")
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func heuristic(a, b Tile) float32 {
|
|
||||||
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
|
|
||||||
}
|
|
||||||
|
|
||||||
func distance(a, b Tile) float32 {
|
|
||||||
_ = a
|
|
||||||
_ = b
|
|
||||||
return 1.0 //uniform cost for now
|
|
||||||
}
|
|
||||||
|
|
||||||
func GetNeighbors(tile Tile) []Tile {
|
|
||||||
directions := [][2]int{
|
|
||||||
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
|
||||||
{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
|
|
||||||
}
|
|
||||||
neighbors := []Tile{}
|
|
||||||
for _, dir := range directions {
|
|
||||||
nx, ny := tile.X+dir[0], tile.Y+dir[1]
|
|
||||||
if nx >= 0 && nx < MapWidth && ny >= 0 && ny < MapHeight {
|
|
||||||
neighbors = append(neighbors, mapGrid[nx][ny])
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return neighbors
|
|
||||||
}
|
|
||||||
|
|
||||||
func abs(x int) int {
|
|
||||||
if x < 0 {
|
|
||||||
return -x
|
|
||||||
}
|
|
||||||
return x
|
|
||||||
}
|
}
|
||||||
|
48
map.go
Normal file
48
map.go
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
|
|
||||||
|
// Initialize the map with some height data
|
||||||
|
func InitMap() [][]Tile {
|
||||||
|
mapGrid := make([][]Tile, MapWidth)
|
||||||
|
for x := 0; x < MapWidth; x++ {
|
||||||
|
mapGrid[x] = make([]Tile, MapHeight)
|
||||||
|
for y := 0; y < MapHeight; y++ {
|
||||||
|
mapGrid[x][y] = Tile{
|
||||||
|
X: x,
|
||||||
|
Y: y,
|
||||||
|
Height: 1.0 + float32(x%5), // Example height
|
||||||
|
Walkable: true, // Set to false for obstacles
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return mapGrid
|
||||||
|
}
|
||||||
|
|
||||||
|
func DrawMap() {
|
||||||
|
for x := 0; x < MapWidth; x++ {
|
||||||
|
for y := 0; y < MapHeight; y++ {
|
||||||
|
tile := mapGrid[x][y]
|
||||||
|
// Interpolate height between adjacent tiles for a smoother landscape
|
||||||
|
height := tile.Height
|
||||||
|
if x > 0 {
|
||||||
|
height += mapGrid[x-1][y].Height
|
||||||
|
}
|
||||||
|
if y > 0 {
|
||||||
|
height += mapGrid[x][y-1].Height
|
||||||
|
}
|
||||||
|
if x > 0 && y > 0 {
|
||||||
|
height += mapGrid[x-1][y-1].Height
|
||||||
|
}
|
||||||
|
height /= 4.0
|
||||||
|
// Draw each tile as a 3D cube based on its height
|
||||||
|
tilePos := rl.Vector3{
|
||||||
|
X: float32(x * TileSize), // X-axis for horizontal position
|
||||||
|
Y: height * TileHeight, // Y-axis for height (Z in 3D is Y here)
|
||||||
|
Z: float32(y * TileSize), // Z-axis for depth (Y in 3D is Z here)
|
||||||
|
}
|
||||||
|
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
|
||||||
|
rl.DrawCube(tilePos, TileSize, TileHeight, TileSize, color) // Draw a cube representing the tile
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
121
network.go
Normal file
121
network.go
Normal file
@ -0,0 +1,121 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"log"
|
||||||
|
"net"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||||
|
rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
|
"google.golang.org/protobuf/proto"
|
||||||
|
)
|
||||||
|
|
||||||
|
func ConnectToServer() (net.Conn, int32, error) {
|
||||||
|
// Attempt to connect to the server
|
||||||
|
conn, err := net.Dial("tcp", serverAddr)
|
||||||
|
if err != nil {
|
||||||
|
log.Printf("Failed to dial server: %v", err)
|
||||||
|
return nil, 0, err
|
||||||
|
}
|
||||||
|
|
||||||
|
log.Println("Connected to server. Waiting for player ID...")
|
||||||
|
// Buffer for incoming server message
|
||||||
|
buf := make([]byte, 1024)
|
||||||
|
n, err := conn.Read(buf)
|
||||||
|
if err != nil {
|
||||||
|
log.Printf("Error reading player ID from server: %v", err)
|
||||||
|
return nil, 0, err
|
||||||
|
}
|
||||||
|
|
||||||
|
log.Printf("Received data: %x", buf[:n])
|
||||||
|
|
||||||
|
// Unmarshal server message to extract the player ID
|
||||||
|
var response pb.ServerMessage
|
||||||
|
if err := proto.Unmarshal(buf[:n], &response); err != nil {
|
||||||
|
log.Printf("Failed to unmarshal server response: %v", err)
|
||||||
|
return nil, 0, err
|
||||||
|
}
|
||||||
|
|
||||||
|
playerID := response.GetPlayerId()
|
||||||
|
log.Printf("Successfully connected with player ID: %d", playerID)
|
||||||
|
return conn, playerID, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
|
||||||
|
// Goroutine to handle sending player's actions to the server
|
||||||
|
go func() {
|
||||||
|
for {
|
||||||
|
if len(player.ActionQueue) > 0 {
|
||||||
|
// Process the first action in the queue
|
||||||
|
actionData := player.ActionQueue[0]
|
||||||
|
action := &pb.Action{
|
||||||
|
PlayerId: playerID,
|
||||||
|
Type: pb.Action_MOVE,
|
||||||
|
X: int32(actionData.X),
|
||||||
|
Y: int32(actionData.Y),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Serialize the action
|
||||||
|
data, err := proto.Marshal(action)
|
||||||
|
if err != nil {
|
||||||
|
log.Printf("Failed to marshal action: %v", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
// Send action to server
|
||||||
|
_, err = conn.Write(data)
|
||||||
|
if err != nil {
|
||||||
|
log.Printf("Failed to send action to server: %v", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove the action from the queue once it's sent
|
||||||
|
player.ActionQueue = player.ActionQueue[1:]
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add a delay to match the server's tick rate
|
||||||
|
time.Sleep(TickRate)
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
|
||||||
|
// Main loop to handle receiving updates from the server
|
||||||
|
for {
|
||||||
|
buf := make([]byte, 4096)
|
||||||
|
n, err := conn.Read(buf)
|
||||||
|
if err != nil {
|
||||||
|
log.Printf("Failed to read from server: %v", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
var serverMessage pb.ServerMessage
|
||||||
|
if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
|
||||||
|
log.Printf("Failed to unmarshal server message: %v", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update other players' states
|
||||||
|
for _, state := range serverMessage.Players {
|
||||||
|
if state.PlayerId != playerID {
|
||||||
|
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
||||||
|
otherPlayer.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
|
||||||
|
otherPlayer.PosActual = rl.Vector3{
|
||||||
|
X: float32(state.X * TileSize),
|
||||||
|
Y: float32(state.Y * TileHeight),
|
||||||
|
Z: float32(state.Y * TileSize),
|
||||||
|
}
|
||||||
|
otherPlayer.MoveTowards(Tile{X: int(state.X), Y: int(state.Y)}, 0)
|
||||||
|
} else {
|
||||||
|
otherPlayers[state.PlayerId] = &Player{
|
||||||
|
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
||||||
|
PosActual: rl.Vector3{
|
||||||
|
X: float32(state.X * TileSize),
|
||||||
|
Y: float32(state.Y * TileHeight),
|
||||||
|
Z: float32(state.Y * TileSize),
|
||||||
|
},
|
||||||
|
ID: state.PlayerId,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
114
pathfinding.go
Normal file
114
pathfinding.go
Normal file
@ -0,0 +1,114 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import "fmt"
|
||||||
|
|
||||||
|
type Node struct {
|
||||||
|
Tile Tile
|
||||||
|
Parent *Node
|
||||||
|
G, H, F float32
|
||||||
|
}
|
||||||
|
|
||||||
|
func FindPath(start, end Tile) []Tile {
|
||||||
|
openList := []*Node{}
|
||||||
|
closedList := make(map[[2]int]bool)
|
||||||
|
|
||||||
|
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
|
||||||
|
startNode.F = startNode.G + startNode.H
|
||||||
|
openList = append(openList, startNode)
|
||||||
|
|
||||||
|
for len(openList) > 0 {
|
||||||
|
// Find node with lowest F
|
||||||
|
current := openList[0]
|
||||||
|
currentIndex := 0
|
||||||
|
for i, node := range openList {
|
||||||
|
if node.F < current.F {
|
||||||
|
current = node
|
||||||
|
currentIndex = i
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move current to closed list
|
||||||
|
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
|
||||||
|
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
|
||||||
|
|
||||||
|
// Check if reached the end
|
||||||
|
if current.Tile.X == end.X && current.Tile.Y == end.Y {
|
||||||
|
path := []Tile{}
|
||||||
|
node := current
|
||||||
|
for node != nil {
|
||||||
|
path = append([]Tile{node.Tile}, path...)
|
||||||
|
node = node.Parent
|
||||||
|
}
|
||||||
|
fmt.Printf("Path found: %v\n", path)
|
||||||
|
return path
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate neighbors
|
||||||
|
neighbors := GetNeighbors(current.Tile)
|
||||||
|
for _, neighbor := range neighbors {
|
||||||
|
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
tentativeG := current.G + distance(current.Tile, neighbor)
|
||||||
|
inOpen := false
|
||||||
|
var existingNode *Node
|
||||||
|
for _, node := range openList {
|
||||||
|
if node.Tile.X == neighbor.X && node.Tile.Y == neighbor.Y {
|
||||||
|
existingNode = node
|
||||||
|
inOpen = true
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if !inOpen || tentativeG < existingNode.G {
|
||||||
|
newNode := &Node{
|
||||||
|
Tile: neighbor,
|
||||||
|
Parent: current,
|
||||||
|
G: tentativeG,
|
||||||
|
H: heuristic(neighbor, end),
|
||||||
|
}
|
||||||
|
newNode.F = newNode.G + newNode.H
|
||||||
|
if !inOpen {
|
||||||
|
openList = append(openList, newNode)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// No path found
|
||||||
|
fmt.Println("No path found")
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func heuristic(a, b Tile) float32 {
|
||||||
|
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
|
||||||
|
}
|
||||||
|
|
||||||
|
func distance(a, b Tile) float32 {
|
||||||
|
_ = a
|
||||||
|
_ = b
|
||||||
|
return 1.0 //uniform cost for now
|
||||||
|
}
|
||||||
|
|
||||||
|
func GetNeighbors(tile Tile) []Tile {
|
||||||
|
directions := [][2]int{
|
||||||
|
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
||||||
|
{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
|
||||||
|
}
|
||||||
|
neighbors := []Tile{}
|
||||||
|
for _, dir := range directions {
|
||||||
|
nx, ny := tile.X+dir[0], tile.Y+dir[1]
|
||||||
|
if nx >= 0 && nx < MapWidth && ny >= 0 && ny < MapHeight {
|
||||||
|
neighbors = append(neighbors, mapGrid[nx][ny])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return neighbors
|
||||||
|
}
|
||||||
|
|
||||||
|
func abs(x int) int {
|
||||||
|
if x < 0 {
|
||||||
|
return -x
|
||||||
|
}
|
||||||
|
return x
|
||||||
|
}
|
63
player.go
Normal file
63
player.go
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
|
)
|
||||||
|
|
||||||
|
func DrawPlayer(player Player, model rl.Model) {
|
||||||
|
// Draw the player based on its actual position (PosActual) and current tile height
|
||||||
|
playerPos := rl.Vector3{
|
||||||
|
X: player.PosActual.X,
|
||||||
|
Y: mapGrid[player.PosTile.X][player.PosTile.Y].Height*TileHeight + 16.0,
|
||||||
|
Z: player.PosActual.Z,
|
||||||
|
}
|
||||||
|
|
||||||
|
rl.DrawModel(model, playerPos, 16, rl.White)
|
||||||
|
|
||||||
|
// Draw highlight around target tile
|
||||||
|
if len(player.TargetPath) > 0 {
|
||||||
|
targetTile := player.TargetPath[len(player.TargetPath)-1] // last tile in the slice
|
||||||
|
targetPos := rl.Vector3{
|
||||||
|
X: float32(targetTile.X * TileSize),
|
||||||
|
Y: mapGrid[targetTile.X][targetTile.Y].Height * TileHeight,
|
||||||
|
Z: float32(targetTile.Y * TileSize),
|
||||||
|
}
|
||||||
|
rl.DrawCubeWires(targetPos, TileSize, TileHeight, TileSize, rl.Green)
|
||||||
|
|
||||||
|
nextTile := player.TargetPath[0] // first tile in the slice
|
||||||
|
nextPos := rl.Vector3{
|
||||||
|
X: float32(nextTile.X * TileSize),
|
||||||
|
Y: mapGrid[nextTile.X][nextTile.Y].Height * TileHeight,
|
||||||
|
Z: float32(nextTile.Y * TileSize),
|
||||||
|
}
|
||||||
|
rl.DrawCubeWires(nextPos, TileSize, TileHeight, TileSize, rl.Yellow)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (player *Player) MoveTowards(target Tile, deltaTime float32) {
|
||||||
|
// Calculate the direction vector to the target tile
|
||||||
|
targetPos := rl.Vector3{
|
||||||
|
X: float32(target.X * TileSize),
|
||||||
|
Y: mapGrid[target.X][target.Y].Height * TileHeight,
|
||||||
|
Z: float32(target.Y * TileSize),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate direction and normalize it for smooth movement
|
||||||
|
direction := rl.Vector3Subtract(targetPos, player.PosActual)
|
||||||
|
distance := rl.Vector3Length(direction)
|
||||||
|
if distance > 0 {
|
||||||
|
direction = rl.Vector3Scale(direction, player.Speed*deltaTime/distance)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move the player towards the target tile
|
||||||
|
if distance > 1.0 {
|
||||||
|
player.PosActual = rl.Vector3Add(player.PosActual, direction)
|
||||||
|
} else {
|
||||||
|
// Snap to the target tile when close enough
|
||||||
|
player.PosActual = targetPos
|
||||||
|
player.PosTile = target // Update player's tile
|
||||||
|
if len(player.TargetPath) > 1 {
|
||||||
|
player.TargetPath = player.TargetPath[1:] // Move to next tile in path if any
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
31
types.go
Normal file
31
types.go
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
|
|
||||||
|
type Tile struct {
|
||||||
|
X, Y int
|
||||||
|
Height float32
|
||||||
|
Walkable bool
|
||||||
|
}
|
||||||
|
|
||||||
|
type ActionType int
|
||||||
|
|
||||||
|
const (
|
||||||
|
MoveAction ActionType = iota
|
||||||
|
)
|
||||||
|
|
||||||
|
type Action struct {
|
||||||
|
Type ActionType
|
||||||
|
X, Y int // Target position for movement
|
||||||
|
}
|
||||||
|
|
||||||
|
type Player struct {
|
||||||
|
PosActual rl.Vector3
|
||||||
|
PosTile Tile
|
||||||
|
TargetPath []Tile
|
||||||
|
Speed float32
|
||||||
|
ActionQueue []Action // Queue for player actions
|
||||||
|
Model rl.Model
|
||||||
|
Texture rl.Texture2D
|
||||||
|
ID int32
|
||||||
|
}
|
@ -1 +0,0 @@
|
|||||||
package utils
|
|
Loading…
x
Reference in New Issue
Block a user