Reorganize code
This commit is contained in:
137
main.go
137
main.go
@ -3,148 +3,45 @@ package main
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import (
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"log"
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"gitea.boner.be/bdnugget/goonscape/game"
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"gitea.boner.be/bdnugget/goonscape/network"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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var (
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cameraDistance = float32(20.0)
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cameraYaw = float32(145.0)
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cameraPitch = float32(45.0) // Adjusted for a more overhead view
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mapGrid = InitMap()
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)
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func main() {
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rl.InitWindow(1024, 768, "GoonScape")
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defer rl.CloseWindow()
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rl.InitAudioDevice()
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defer rl.CloseAudioDevice()
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player := Player{
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PosActual: rl.NewVector3(5*TileSize, 0, 5*TileSize),
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PosTile: mapGrid[5][5],
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Speed: 50.0,
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TargetPath: []Tile{},
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game := game.New()
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if err := game.LoadAssets(); err != nil {
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log.Fatalf("Failed to load assets: %v", err)
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}
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defer game.Cleanup()
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camera := rl.Camera3D{
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Position: rl.NewVector3(0, 10, 10), // Will be updated every frame
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Target: player.PosActual,
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Up: rl.NewVector3(0, 1, 0), // Y is up in 3D
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Fovy: 45.0,
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Projection: rl.CameraPerspective,
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}
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conn, playerID, err := ConnectToServer()
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conn, playerID, err := network.ConnectToServer()
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if err != nil {
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log.Fatalf("Failed to connect to server: %v", err)
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}
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log.Printf("Player ID: %d", playerID)
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player.ID = playerID
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defer conn.Close()
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otherPlayers := make(map[int32]*Player)
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game.Player.ID = playerID
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modelIndex := int(playerID) % len(game.Models)
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game.Player.Model = game.Models[modelIndex].Model
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game.Player.Texture = game.Models[modelIndex].Texture
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go HandleServerCommunication(conn, playerID, &player, otherPlayers)
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models, err := LoadModels()
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if err != nil {
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log.Fatalf("Failed to load models: %v", err)
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}
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defer UnloadModels(models)
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modelIndex := int(playerID) % len(models)
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player.Model = models[modelIndex].Model
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player.Texture = models[modelIndex].Texture
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music, err := LoadMusic("resources/audio/GoonScape2.mp3")
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if err != nil {
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log.Fatalf("Failed to load music: %v", err)
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}
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defer UnloadMusic(music)
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rl.PlayMusicStream(music)
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rl.SetMusicVolume(music, 0.5)
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go network.HandleServerCommunication(conn, playerID, game.Player, game.OtherPlayers)
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rl.PlayMusicStream(game.Music)
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rl.SetMusicVolume(game.Music, 0.5)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateMusicStream(music)
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// Time management
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rl.UpdateMusicStream(game.Music)
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deltaTime := rl.GetFrameTime()
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// Handle input
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HandleInput(&player, &camera)
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// Update player
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if len(player.TargetPath) > 0 {
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player.MoveTowards(player.TargetPath[0], deltaTime)
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}
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// Update camera
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UpdateCamera(&camera, player.PosActual, deltaTime)
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// Rendering
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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DrawMap()
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DrawPlayer(&player, player.Model)
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for id, other := range otherPlayers {
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if len(other.TargetPath) > 0 {
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other.MoveTowards(other.TargetPath[0], deltaTime)
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}
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DrawPlayer(other, models[int(id)%len(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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game.Update(deltaTime)
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game.Render()
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}
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}
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func LoadModels() ([]struct {
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Model rl.Model
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Texture rl.Texture2D
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}, error) {
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goonerModel := rl.LoadModel("resources/models/goonion.obj")
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goonerTexture := rl.LoadTexture("resources/models/goonion.png")
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rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
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coomerModel := rl.LoadModel("resources/models/coomer.obj")
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coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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shrekeModel := rl.LoadModel("resources/models/shreke.obj")
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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return []struct {
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Model rl.Model
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Texture rl.Texture2D
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}{
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{Model: goonerModel, Texture: goonerTexture},
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{Model: coomerModel, Texture: coomerTexture},
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{Model: shrekeModel, Texture: shrekeTexture},
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}, nil
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}
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func UnloadModels(models []struct {
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Model rl.Model
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Texture rl.Texture2D
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}) {
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for _, model := range models {
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rl.UnloadModel(model.Model)
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rl.UnloadTexture(model.Texture)
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}
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}
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func LoadMusic(filename string) (rl.Music, error) {
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music := rl.LoadMusicStream(filename)
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return music, nil
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}
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func UnloadMusic(music rl.Music) {
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rl.UnloadMusicStream(music)
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}
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