Reorganize code
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168
game/game.go
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168
game/game.go
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package game
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import (
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"gitea.boner.be/bdnugget/goonscape/assets"
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"gitea.boner.be/bdnugget/goonscape/types"
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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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)
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type Game struct {
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Player *types.Player
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OtherPlayers map[int32]*types.Player
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Camera rl.Camera3D
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Models []types.ModelAsset
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Music rl.Music
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}
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func New() *Game {
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InitWorld()
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game := &Game{
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Player: &types.Player{
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PosActual: rl.NewVector3(5*types.TileSize, 0, 5*types.TileSize),
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PosTile: GetTile(5, 5),
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Speed: 50.0,
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TargetPath: []types.Tile{},
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},
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OtherPlayers: make(map[int32]*types.Player),
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Camera: rl.Camera3D{
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Position: rl.NewVector3(0, 10, 10),
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Target: rl.NewVector3(0, 0, 0),
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Up: rl.NewVector3(0, 1, 0),
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Fovy: 45.0,
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Projection: rl.CameraPerspective,
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},
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}
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return game
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}
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func (g *Game) LoadAssets() error {
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var err error
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g.Models, err = assets.LoadModels()
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if err != nil {
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return err
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}
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g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
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if err != nil {
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return err
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}
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return nil
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}
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func (g *Game) Update(deltaTime float32) {
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g.HandleInput()
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if len(g.Player.TargetPath) > 0 {
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g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
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}
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for _, other := range g.OtherPlayers {
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if len(other.TargetPath) > 0 {
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other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
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}
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}
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UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
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}
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func (g *Game) DrawMap() {
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for x := 0; x < types.MapWidth; x++ {
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for y := 0; y < types.MapHeight; y++ {
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height := GetTileHeight(x, y)
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// Interpolate height for smoother landscape
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if x > 0 {
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height += GetTileHeight(x-1, y)
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}
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if y > 0 {
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height += GetTileHeight(x, y-1)
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}
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if x > 0 && y > 0 {
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height += GetTileHeight(x-1, y-1)
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}
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height /= 4.0
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tilePos := rl.Vector3{
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X: float32(x * types.TileSize),
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Y: height * types.TileHeight,
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Z: float32(y * types.TileSize),
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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, types.TileSize, types.TileHeight, types.TileSize, color)
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}
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}
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}
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func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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player.Lock()
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defer player.Unlock()
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grid := GetMapGrid()
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playerPos := rl.Vector3{
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X: player.PosActual.X,
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Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.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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if len(player.TargetPath) > 0 {
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targetTile := player.TargetPath[len(player.TargetPath)-1]
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targetPos := rl.Vector3{
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X: float32(targetTile.X * types.TileSize),
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Y: grid[targetTile.X][targetTile.Y].Height * types.TileHeight,
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Z: float32(targetTile.Y * types.TileSize),
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}
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rl.DrawCubeWires(targetPos, types.TileSize, types.TileHeight, types.TileSize, rl.Green)
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nextTile := player.TargetPath[0]
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nextPos := rl.Vector3{
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X: float32(nextTile.X * types.TileSize),
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Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
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Z: float32(nextTile.Y * types.TileSize),
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}
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rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
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}
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}
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func (g *Game) Render() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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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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g.DrawPlayer(other, g.Models[int(id)%len(g.Models)].Model)
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}
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rl.EndMode3D()
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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}
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func (g *Game) Cleanup() {
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assets.UnloadModels(g.Models)
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assets.UnloadMusic(g.Music)
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}
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func (g *Game) HandleInput() {
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clickedTile, clicked := g.GetTileAtMouse()
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if clicked {
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path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
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if path != nil && len(path) > 1 {
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g.Player.Lock()
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g.Player.TargetPath = path[1:]
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g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
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Type: pb.Action_MOVE,
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X: int32(clickedTile.X),
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Y: int32(clickedTile.Y),
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PlayerId: g.Player.ID,
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})
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g.Player.Unlock()
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}
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}
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}
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