big ol refactor

This commit is contained in:
bdnugget 2025-04-16 12:13:29 +02:00
parent b866ac879e
commit 9d60d5e9cd
10 changed files with 747 additions and 382 deletions

View File

@ -8,6 +8,72 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// ModelLoader handles loading and fallback for 3D models
type ModelLoader struct {
safeMode bool
}
// NewModelLoader creates a new model loader instance
func NewModelLoader() *ModelLoader {
return &ModelLoader{
safeMode: os.Getenv("GOONSCAPE_SAFE_MODE") == "1",
}
}
// IsSafeMode returns if we should avoid loading external models
func (ml *ModelLoader) IsSafeMode() bool {
return ml.safeMode || os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// LoadModel attempts to load a model, returning a placeholder if it fails
func (ml *ModelLoader) LoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if ml.IsSafeMode() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func (ml *ModelLoader) createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
}
// Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet
@ -58,51 +124,8 @@ func CompletelyAvoidExternalModels() bool {
// SafeLoadModel attempts to load a model, returning a placeholder if it fails
func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if CompletelyAvoidExternalModels() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
loader := NewModelLoader()
return loader.LoadModel(fileName, fallbackShape, fallbackColor)
}
func LoadModels() ([]types.ModelAsset, error) {
@ -110,9 +133,7 @@ func LoadModels() ([]types.ModelAsset, error) {
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
models := make([]types.ModelAsset, 0, 3)
// Use environment variable to completely disable model loading
safeMode := CompletelyAvoidExternalModels()
modelLoader := NewModelLoader()
// Colors for the different models
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
@ -120,9 +141,9 @@ func LoadModels() ([]types.ModelAsset, error) {
shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
// If in safe mode, create all models directly without loading
if safeMode {
if modelLoader.IsSafeMode() {
// Gooner model (cube)
cube := createPrimitiveShape(0)
cube := modelLoader.createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
@ -130,7 +151,7 @@ func LoadModels() ([]types.ModelAsset, error) {
})
// Coomer model (sphere)
sphere := createPrimitiveShape(1)
sphere := modelLoader.createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
@ -138,7 +159,7 @@ func LoadModels() ([]types.ModelAsset, error) {
})
// Shreke model (cylinder)
cylinder := createPrimitiveShape(2)
cylinder := modelLoader.createPrimitiveShape(2)
models = append(models, types.ModelAsset{
Model: cylinder,
YOffset: 0.0,
@ -154,7 +175,7 @@ func LoadModels() ([]types.ModelAsset, error) {
var success bool
var modelColor rl.Color
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
goonerModel, success, modelColor = modelLoader.LoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
// Create animations only if model was loaded successfully
var goonerAnims types.AnimationSet
@ -184,7 +205,7 @@ func LoadModels() ([]types.ModelAsset, error) {
// Coomer model with safe loading - using a sphere shape
var coomerModel rl.Model
coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
coomerModel, success, modelColor = modelLoader.LoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
if success {
// Only load animations if the model loaded successfully
@ -219,7 +240,7 @@ func LoadModels() ([]types.ModelAsset, error) {
// Shreke model with safe loading - using a cylinder shape
var shrekeModel rl.Model
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
shrekeModel, success, modelColor = modelLoader.LoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded

View File

@ -9,4 +9,26 @@ const (
ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
MaxTickDesync = 5 // Max ticks behind before forcing resync
DefaultPort = "6969" // Default server port
// Map constants
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
)
// UI constants
const (
ChatMargin = 10
ChatHeight = 200
MessageHeight = 20
InputHeight = 30
MaxMessages = 50
)
// Environment variable names
const (
EnvSafeMode = "GOONSCAPE_SAFE_MODE"
EnvDisableAnimations = "GOONSCAPE_DISABLE_ANIMATIONS"
EnvDisableAudio = "GOONSCAPE_DISABLE_AUDIO"
)

View File

@ -11,13 +11,9 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// Local UI constants (these could be moved to a centralized constants package later)
const (
maxMessages = 50
chatMargin = 10 // Margin from screen edges
chatHeight = 200
messageHeight = 20
inputHeight = 30
runeLimit = 256
runeLimit = 256
)
type Chat struct {
@ -32,7 +28,7 @@ type Chat struct {
func NewChat() *Chat {
return &Chat{
messages: make([]types.ChatMessage, 0, maxMessages),
messages: make([]types.ChatMessage, 0, types.MaxChatMessages),
inputBuffer: make([]rune, 0, runeLimit),
}
}
@ -44,7 +40,7 @@ func (c *Chat) AddMessage(playerID int32, content string) {
Time: time.Now(),
}
if len(c.messages) >= maxMessages {
if len(c.messages) >= types.MaxChatMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, msg)
@ -72,14 +68,14 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
// Only add if it's not already in our history
if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
if len(c.messages) >= maxMessages {
if len(c.messages) >= types.MaxChatMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, localMsg)
log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
// Scroll to latest message if it's not already visible
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
@ -114,16 +110,16 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)
chatWindowWidth := screenWidth - (types.ChatMargin * 2)
// Draw chat window background
chatX := float32(chatMargin)
chatY := float32(screenHeight - chatHeight - chatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
chatX := float32(types.ChatMargin)
chatY := float32(screenHeight - types.ChatHeight - types.ChatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, types.ChatHeight, rl.ColorAlpha(rl.Black, 0.5))
// Draw messages from oldest to newest
messageY := chatY + 5
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
// Auto-scroll to bottom if no manual scrolling has occurred
if c.scrollOffset == 0 {
@ -145,12 +141,12 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
}
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
messageY += messageHeight
messageY += types.MessageHeight
}
// Draw input field
inputY := chatY + float32(chatHeight-inputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
inputY := chatY + float32(types.ChatHeight-types.InputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, types.InputHeight, rl.ColorAlpha(rl.White, 0.3))
if c.isTyping {
inputText := string(c.inputBuffer)
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
@ -168,7 +164,7 @@ func (c *Chat) Update() (string, bool) {
if !c.isTyping {
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
maxScroll := max(0, len(c.messages)-int((types.ChatHeight-types.InputHeight)/types.MessageHeight))
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
}

107
game/components.go Normal file
View File

@ -0,0 +1,107 @@
package game
import (
"sync"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// PlayerManager handles all player-related operations
type PlayerManager struct {
LocalPlayer *types.Player
OtherPlayers map[int32]*types.Player
mutex sync.RWMutex
}
// NewPlayerManager creates a new player manager
func NewPlayerManager() *PlayerManager {
return &PlayerManager{
OtherPlayers: make(map[int32]*types.Player),
}
}
// GetPlayer returns the player with the given ID, or the local player if ID matches
func (pm *PlayerManager) GetPlayer(id int32) *types.Player {
pm.mutex.RLock()
defer pm.mutex.RUnlock()
if pm.LocalPlayer != nil && pm.LocalPlayer.ID == id {
return pm.LocalPlayer
}
return pm.OtherPlayers[id]
}
// AddPlayer adds a player to the manager
func (pm *PlayerManager) AddPlayer(player *types.Player) {
pm.mutex.Lock()
defer pm.mutex.Unlock()
pm.OtherPlayers[player.ID] = player
}
// RemovePlayer removes a player from the manager
func (pm *PlayerManager) RemovePlayer(id int32) {
pm.mutex.Lock()
defer pm.mutex.Unlock()
delete(pm.OtherPlayers, id)
}
// AssetManager handles all game assets
type AssetManager struct {
Models []types.ModelAsset
Music rl.Music
}
// NewAssetManager creates a new asset manager
func NewAssetManager() *AssetManager {
return &AssetManager{}
}
// GetModelForPlayer returns the appropriate model for a player
func (am *AssetManager) GetModelForPlayer(playerID int32) (types.ModelAsset, bool) {
if len(am.Models) == 0 {
return types.ModelAsset{}, false
}
// Simple model assignment based on player ID
modelIndex := int(playerID) % len(am.Models)
return am.Models[modelIndex], true
}
// UIManager manages all user interface components
type UIManager struct {
Chat *Chat
LoginScreen *LoginScreen
IsLoggedIn bool
MenuOpen bool
}
// NewUIManager creates a new UI manager
func NewUIManager() *UIManager {
return &UIManager{
Chat: NewChat(),
LoginScreen: NewLoginScreen(),
}
}
// HandleChatInput processes chat input and returns messages to send
func (ui *UIManager) HandleChatInput() (string, bool) {
return ui.Chat.Update()
}
// DrawUI renders all UI components
func (ui *UIManager) DrawUI(screenWidth, screenHeight int32) {
if !ui.IsLoggedIn {
ui.LoginScreen.Draw()
} else {
if ui.MenuOpen {
// Draw menu
}
// Draw chat always when logged in
ui.Chat.Draw(screenWidth, screenHeight)
}
}

View File

@ -1,7 +1,7 @@
package game
import (
"fmt"
"log"
"sync"
"time"
@ -13,135 +13,163 @@ import (
)
type Game struct {
Player *types.Player
OtherPlayers map[int32]*types.Player
// Component-based architecture
PlayerManager *PlayerManager
AssetManager *AssetManager
UIManager *UIManager
// Core game state
Camera rl.Camera3D
Models []types.ModelAsset
Music rl.Music
Chat *Chat
MenuOpen bool
quitChan chan struct{}
loginScreen *LoginScreen
isLoggedIn bool
cleanupOnce sync.Once
frameCounter int // For periodic logging
// Legacy fields for backward compatibility
Player *types.Player // Use PlayerManager.LocalPlayer instead
OtherPlayers map[int32]*types.Player // Use PlayerManager.OtherPlayers instead
Models []types.ModelAsset // Use AssetManager.Models instead
Music rl.Music // Use AssetManager.Music instead
Chat *Chat // Use UIManager.Chat instead
MenuOpen bool // Use UIManager.MenuOpen instead
loginScreen *LoginScreen // Use UIManager.LoginScreen instead
isLoggedIn bool // Use UIManager.IsLoggedIn instead
}
func New() *Game {
InitWorld()
game := &Game{
OtherPlayers: make(map[int32]*types.Player),
// Create managers
playerManager := NewPlayerManager()
assetManager := NewAssetManager()
uiManager := NewUIManager()
g := &Game{
PlayerManager: playerManager,
AssetManager: assetManager,
UIManager: uiManager,
Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0),
Up: rl.NewVector3(0, 1, 0),
Position: rl.NewVector3(0.0, 20.0, 0.0),
Target: rl.NewVector3(0.0, 0.0, 0.0),
Up: rl.NewVector3(0.0, 1.0, 0.0),
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
quitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
quitChan: make(chan struct{}),
}
game.Chat.userData = game
return game
// Initialize legacy fields (for backward compatibility)
g.Player = g.PlayerManager.LocalPlayer
g.OtherPlayers = g.PlayerManager.OtherPlayers
g.Models = g.AssetManager.Models
g.Music = g.AssetManager.Music
g.Chat = g.UIManager.Chat
g.MenuOpen = g.UIManager.MenuOpen
g.loginScreen = g.UIManager.LoginScreen
g.isLoggedIn = g.UIManager.IsLoggedIn
// Set up inter-component references
g.Chat.userData = g // Pass game instance to chat for callbacks
// Initialize world
InitWorld()
return g
}
func (g *Game) LoadAssets() error {
var loadErr error
defer func() {
if r := recover(); r != nil {
loadErr = fmt.Errorf("panic during asset loading: %v", r)
// Cleanup any partially loaded assets
g.Cleanup()
return SafeExecute(func() error {
// Load models
var err error
models, err := assets.LoadModels()
if err != nil {
log.Printf("Warning: Failed to load models: %v", err)
}
}()
g.AssetManager.Models = models
// Load models with better error handling
g.Models, loadErr = assets.LoadModels()
if loadErr != nil {
return fmt.Errorf("failed to load models: %v", loadErr)
}
// Update legacy field
g.Models = models
// Verify model loading
for i, model := range g.Models {
if model.Model.Meshes == nil {
return fmt.Errorf("model %d failed to load properly", i)
// Try to load music
music, err := assets.LoadMusic("resources/audio/music.mp3")
if err != nil {
log.Printf("Warning: Failed to load music: %v", err)
} else {
g.AssetManager.Music = music
// Update legacy field
g.Music = music
}
}
// Load music with better error handling
g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if loadErr != nil {
return fmt.Errorf("failed to load music: %v", loadErr)
}
return nil
return nil
})
}
func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn {
username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted {
// Legacy code to maintain compatibility
if !g.UIManager.IsLoggedIn {
// Handle login
username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
// Update legacy fields
g.isLoggedIn = g.UIManager.IsLoggedIn
if doAuth {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
if err != nil {
g.loginScreen.SetError(err.Error())
g.UIManager.LoginScreen.SetError(err.Error())
return
}
g.Player = &types.Player{
g.PlayerManager.LocalPlayer = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
}
g.AssignModelToPlayer(g.Player)
g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
g.isLoggedIn = true
go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
g.UIManager.IsLoggedIn = true
}
return
}
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen
g.UIManager.MenuOpen = !g.UIManager.MenuOpen
return
}
// Don't process other inputs if menu is open
if g.MenuOpen {
if g.UIManager.MenuOpen {
return
}
if message, sent := g.Chat.Update(); sent {
g.Player.Lock()
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
if message, sent := g.UIManager.Chat.Update(); sent {
g.PlayerManager.LocalPlayer.Lock()
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
Type: pb.Action_CHAT,
ChatMessage: message,
PlayerId: g.Player.ID,
PlayerId: g.PlayerManager.LocalPlayer.ID,
})
g.Player.Unlock()
g.PlayerManager.LocalPlayer.Unlock()
}
g.HandleInput()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
if len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.TargetPath[0], deltaTime, GetMapGrid())
}
// Periodically log information about other players
g.frameCounter++
if g.frameCounter%300 == 0 {
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
for id, other := range g.OtherPlayers {
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.PlayerManager.OtherPlayers))
for id, other := range g.PlayerManager.OtherPlayers {
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
}
}
// Process other players
for _, other := range g.OtherPlayers {
for _, other := range g.PlayerManager.OtherPlayers {
if other == nil {
continue
}
@ -157,7 +185,19 @@ func (g *Game) Update(deltaTime float32) {
}
}
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
UpdateCamera(&g.Camera, g.PlayerManager.LocalPlayer.PosActual, deltaTime)
// Update music if available
if g.AssetManager.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(g.AssetManager.Music)
}
// Update legacy fields
g.Player = g.PlayerManager.LocalPlayer
g.OtherPlayers = g.PlayerManager.OtherPlayers
g.Models = g.AssetManager.Models
g.Music = g.AssetManager.Music
g.MenuOpen = g.UIManager.MenuOpen
}
func (g *Game) DrawMap() {
@ -280,8 +320,8 @@ func (g *Game) Render() {
rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn {
g.loginScreen.Draw()
if !g.UIManager.IsLoggedIn {
g.UIManager.LoginScreen.Draw()
return
}
@ -289,12 +329,12 @@ func (g *Game) Render() {
g.DrawMap()
// Draw player only if valid
if g.Player != nil && g.Player.Model.Meshes != nil {
g.DrawPlayer(g.Player, g.Player.Model)
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.Model.Meshes != nil {
g.DrawPlayer(g.PlayerManager.LocalPlayer, g.PlayerManager.LocalPlayer.Model)
}
// Draw other players with defensive checks
for _, other := range g.OtherPlayers {
for _, other := range g.PlayerManager.OtherPlayers {
if other == nil {
continue
}
@ -332,24 +372,24 @@ func (g *Game) Render() {
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
}
if g.Player != nil && g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage)
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.FloatingMessage != nil {
drawFloatingMessage(g.PlayerManager.LocalPlayer.FloatingMessage)
}
for _, other := range g.OtherPlayers {
for _, other := range g.PlayerManager.OtherPlayers {
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage)
}
}
// Draw menu if open
if g.MenuOpen {
if g.UIManager.MenuOpen {
g.DrawMenu()
}
// Only draw chat if menu is not open
if !g.MenuOpen && g.Chat != nil {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
if !g.UIManager.MenuOpen && g.UIManager.Chat != nil {
g.UIManager.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
rl.DrawFPS(10, 10)
@ -357,35 +397,37 @@ func (g *Game) Render() {
func (g *Game) Cleanup() {
g.cleanupOnce.Do(func() {
// Stop music first
if g.Music.Stream.Buffer != nil {
rl.StopMusicStream(g.Music)
rl.UnloadMusicStream(g.Music)
}
// Unload textures
for _, model := range g.Models {
// Cleanup models
for _, model := range g.AssetManager.Models {
rl.UnloadModel(model.Model)
if model.Texture.ID > 0 {
rl.UnloadTexture(model.Texture)
}
}
// Unload music
if g.AssetManager.Music.Stream.Buffer != nil {
rl.UnloadMusicStream(g.AssetManager.Music)
}
close(g.quitChan)
})
}
func (g *Game) HandleInput() {
clickedTile, clicked := g.GetTileAtMouse()
if clicked {
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
path := FindPath(GetTile(g.PlayerManager.LocalPlayer.PosTile.X, g.PlayerManager.LocalPlayer.PosTile.Y), clickedTile)
if len(path) > 1 {
g.Player.Lock()
g.Player.TargetPath = path[1:]
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
g.PlayerManager.LocalPlayer.Lock()
g.PlayerManager.LocalPlayer.TargetPath = path[1:]
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
Type: pb.Action_MOVE,
X: int32(clickedTile.X),
Y: int32(clickedTile.Y),
PlayerId: g.Player.ID,
PlayerId: g.PlayerManager.LocalPlayer.ID,
})
g.Player.Unlock()
g.PlayerManager.LocalPlayer.Unlock()
}
}
}
@ -428,7 +470,7 @@ func (g *Game) DrawMenu() {
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item {
case "Resume":
g.MenuOpen = false
g.UIManager.MenuOpen = false
case "Settings":
// TODO: Implement settings
case "Exit Game":
@ -453,7 +495,7 @@ func (g *Game) Shutdown() {
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
g.UIManager.Chat.HandleServerMessages(messages)
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
@ -461,32 +503,18 @@ func (g *Game) AssignModelToPlayer(player *types.Player) {
return
}
// Defensive check for empty models array
if len(g.Models) == 0 {
rl.TraceLog(rl.LogWarning, "No models available to assign to player")
return
}
// Make sure model index is positive for consistent player appearances
// Use abs value of ID to ensure consistent appearance for negative IDs
modelIndex := abs(int(player.ID)) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
rl.TraceLog(rl.LogInfo, "Assigning model %d to player %d", modelIndex, player.ID)
modelAsset := g.Models[modelIndex]
// Validate model before assigning
if modelAsset.Model.Meshes == nil {
rl.TraceLog(rl.LogWarning, "Trying to assign invalid model to player %d", player.ID)
modelAsset, found := g.AssetManager.GetModelForPlayer(player.ID)
if !found {
return
}
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
player.PlaceholderColor = modelAsset.PlaceholderColor
// Initialize animations if available
if len(modelAsset.Animations.Idle) > 0 || len(modelAsset.Animations.Walk) > 0 {
player.InitializeAnimations(modelAsset.Animations)
}
}
func (g *Game) QuitChan() <-chan struct{} {

View File

@ -1,91 +1,157 @@
package game
import (
"container/heap"
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
)
// Node represents a node in the A* pathfinding algorithm
type Node struct {
Tile types.Tile
Parent *Node
G, H, F float32
G, H, F float32 // G = cost from start, H = heuristic to goal, F = G + H
}
// PriorityQueue implements a min-heap for nodes ordered by F value
type PriorityQueue []*Node
// Implement the heap.Interface for PriorityQueue
func (pq PriorityQueue) Len() int { return len(pq) }
func (pq PriorityQueue) Less(i, j int) bool {
return pq[i].F < pq[j].F
}
func (pq PriorityQueue) Swap(i, j int) {
pq[i], pq[j] = pq[j], pq[i]
}
func (pq *PriorityQueue) Push(x interface{}) {
item := x.(*Node)
*pq = append(*pq, item)
}
func (pq *PriorityQueue) Pop() interface{} {
old := *pq
n := len(old)
item := old[n-1]
*pq = old[0 : n-1]
return item
}
// Helper to check if tile is in priority queue
func isInQueue(queue *PriorityQueue, tile types.Tile) (bool, *Node) {
for _, node := range *queue {
if node.Tile.X == tile.X && node.Tile.Y == tile.Y {
return true, node
}
}
return false, nil
}
// FindPath implements A* pathfinding algorithm with a priority queue
func FindPath(start, end types.Tile) []types.Tile {
openList := []*Node{}
closedList := make(map[[2]int]bool)
// Initialize open and closed sets
openSet := &PriorityQueue{}
heap.Init(openSet)
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
closedSet := make(map[[2]int]bool)
// Create start node and add to open set
startNode := &Node{
Tile: start,
Parent: nil,
G: 0,
H: heuristic(start, end),
}
startNode.F = startNode.G + startNode.H
openList = append(openList, startNode)
heap.Push(openSet, startNode)
for len(openList) > 0 {
current := openList[0]
currentIndex := 0
for i, node := range openList {
if node.F < current.F {
current = node
currentIndex = i
}
}
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
// Main search loop
for openSet.Len() > 0 {
// Get node with lowest F score
current := heap.Pop(openSet).(*Node)
// If we reached the goal, reconstruct and return the path
if current.Tile.X == end.X && current.Tile.Y == end.Y {
path := []types.Tile{}
node := current
for node != nil {
path = append([]types.Tile{node.Tile}, path...)
node = node.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
return reconstructPath(current)
}
neighbors := GetNeighbors(current.Tile)
for _, neighbor := range neighbors {
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
// Add current to closed set
closedSet[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check all neighbors
for _, neighbor := range GetNeighbors(current.Tile) {
// Skip if in closed set or not walkable
if !neighbor.Walkable || closedSet[[2]int{neighbor.X, neighbor.Y}] {
continue
}
// Calculate tentative G score
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
}
}
// Check if in open set
inOpen, existingNode := isInQueue(openSet, neighbor)
// If not in open set or better path found
if !inOpen || tentativeG < existingNode.G {
newNode := &Node{
Tile: neighbor,
Parent: current,
G: tentativeG,
H: heuristic(neighbor, end),
// Create or update the node
var neighborNode *Node
if inOpen {
neighborNode = existingNode
} else {
neighborNode = &Node{
Tile: neighbor,
Parent: current,
}
}
newNode.F = newNode.G + newNode.H
// Update scores
neighborNode.G = tentativeG
neighborNode.H = heuristic(neighbor, end)
neighborNode.F = neighborNode.G + neighborNode.H
neighborNode.Parent = current
// Add to open set if not already there
if !inOpen {
openList = append(openList, newNode)
heap.Push(openSet, neighborNode)
}
}
}
}
// No path found
return nil
}
// reconstructPath builds the path from goal node to start
func reconstructPath(node *Node) []types.Tile {
path := []types.Tile{}
current := node
// Follow parent pointers back to start
for current != nil {
path = append([]types.Tile{current.Tile}, path...)
current = current.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
}
// heuristic estimates cost from current to goal (Manhattan distance)
func heuristic(a, b types.Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
}
// distance calculates cost between adjacent tiles
func distance(a, b types.Tile) float32 {
return 1.0 // uniform cost for now
}
// GetNeighbors returns walkable tiles adjacent to the given tile
func GetNeighbors(tile types.Tile) []types.Tile {
directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
@ -104,6 +170,7 @@ func GetNeighbors(tile types.Tile) []types.Tile {
return neighbors
}
// abs returns the absolute value of x
func abs(x int) int {
if x < 0 {
return -x

View File

@ -1,9 +1,36 @@
package game
import (
"fmt"
"log"
"runtime/debug"
rl "github.com/gen2brain/raylib-go/raylib"
)
// SafeExecute runs a function and recovers from panics
func SafeExecute(action func() error) (err error) {
defer func() {
if r := recover(); r != nil {
stack := debug.Stack()
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
err = fmt.Errorf("recovered from panic: %v", r)
}
}()
return action()
}
// SafeExecuteVoid runs a void function and recovers from panics
func SafeExecuteVoid(action func()) {
defer func() {
if r := recover(); r != nil {
stack := debug.Stack()
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
}
}()
action()
}
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X

View File

@ -26,6 +26,138 @@ func SetServerAddr(addr string) {
log.Printf("Server address set to: %s", serverAddr)
}
// MessageHandler handles reading and writing protobuf messages
type MessageHandler struct {
conn net.Conn
reader *bufio.Reader
}
// NewMessageHandler creates a new message handler
func NewMessageHandler(conn net.Conn) *MessageHandler {
return &MessageHandler{
conn: conn,
reader: bufio.NewReader(conn),
}
}
// ReadMessage reads a single message from the network
func (mh *MessageHandler) ReadMessage() (*pb.ServerMessage, error) {
// Read message length
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(mh.reader, lengthBuf); err != nil {
return nil, fmt.Errorf("failed to read message length: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Sanity check message size
if messageLength > 1024*1024 { // 1MB max message size
return nil, fmt.Errorf("message size too large: %d bytes", messageLength)
}
// Read message body
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(mh.reader, messageBuf); err != nil {
return nil, fmt.Errorf("failed to read message body: %v", err)
}
// Unmarshal the message
var message pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &message); err != nil {
return nil, fmt.Errorf("failed to unmarshal message: %v", err)
}
return &message, nil
}
// WriteMessage writes a protobuf message to the network
func (mh *MessageHandler) WriteMessage(msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := mh.conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = mh.conn.Write(data)
return err
}
// UpdateGameState processes a server message and updates game state
func UpdateGameState(serverMessage *pb.ServerMessage, player *types.Player, otherPlayers map[int32]*types.Player) {
playerID := player.ID
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players {
validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players no longer in the server state
for id := range otherPlayers {
if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id)
}
}
// Handle chat messages
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
handler.HandleServerMessages(serverMessage.ChatMessages)
// Update the last seen message timestamp to the most recent message
if len(serverMessage.ChatMessages) > 0 {
lastMsg := serverMessage.ChatMessages[len(serverMessage.ChatMessages)-1]
lastSeenMessageTimestamp = lastMsg.Timestamp
log.Printf("Updated last seen message timestamp to %d", lastSeenMessageTimestamp)
}
}
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
log.Printf("Connecting to server at %s...", serverAddr)
@ -57,6 +189,9 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
log.Println("Connected to server. Authenticating...")
// Create a message handler
msgHandler := NewMessageHandler(conn)
// Send auth message
authAction := &pb.Action{
Type: pb.Action_LOGIN,
@ -72,45 +207,24 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
ProtocolVersion: protoVersion,
}
if err := writeMessage(conn, authBatch); err != nil {
if err := msgHandler.WriteMessage(authBatch); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
}
// Read server response with timeout
reader := bufio.NewReader(conn)
// Set a read deadline for authentication
conn.SetReadDeadline(time.Now().Add(10 * time.Second))
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
// Read server response
response, err := msgHandler.ReadMessage()
if err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Sanity check message size
if messageLength > 1024*1024 { // 1MB max message size
conn.Close()
return nil, 0, fmt.Errorf("authentication response too large: %d bytes", messageLength)
}
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response body: %v", err)
}
// Clear read deadline after authentication
conn.SetReadDeadline(time.Time{})
var response pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &response); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to unmarshal auth response: %v", err)
}
if response.ProtocolVersion > protoVersion {
conn.Close()
return nil, 0, fmt.Errorf("server requires newer protocol version (server: %d, client: %d)",
@ -132,7 +246,8 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
msgHandler := NewMessageHandler(conn)
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
@ -176,7 +291,7 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
msgHandler.WriteMessage(disconnectMsg)
done <- struct{}{}
return
case <-done:
@ -190,7 +305,7 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
PlayerId: playerID,
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
}
if err := writeMessage(conn, emptyBatch); err != nil {
if err := msgHandler.WriteMessage(emptyBatch); err != nil {
log.Printf("Failed to send heartbeat: %v", err)
errChan <- err
return
@ -211,7 +326,7 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := writeMessage(conn, batch); err != nil {
if err := msgHandler.WriteMessage(batch); err != nil {
errChan <- err
return
}
@ -237,101 +352,21 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
case <-quitChan:
return
default:
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
if err != io.EOF {
serverMessage, err := msgHandler.ReadMessage()
if err != nil {
if err, ok := err.(net.Error); ok && err.Timeout() {
log.Printf("Network timeout: %v", err)
} else if err != io.EOF {
log.Printf("Network read error: %v", err)
errChan <- fmt.Errorf("failed to read message length: %v", err)
errChan <- err
} else {
log.Printf("Connection closed by server")
}
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Sanity check message size to prevent potential memory issues
if messageLength > 1024*1024 { // 1MB max message size
log.Printf("Message size too large: %d bytes", messageLength)
errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
return
}
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
errChan <- fmt.Errorf("failed to read message body: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue // Skip this message but don't quit
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players {
validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players no longer in the server state
for id := range otherPlayers {
if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id)
}
}
// Handle chat messages
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
handler.HandleServerMessages(serverMessage.ChatMessages)
// Update the last seen message timestamp to the most recent message
if len(serverMessage.ChatMessages) > 0 {
lastMsg := serverMessage.ChatMessages[len(serverMessage.ChatMessages)-1]
lastSeenMessageTimestamp = lastMsg.Timestamp
log.Printf("Updated last seen message timestamp to %d", lastSeenMessageTimestamp)
}
}
// Process the server message
UpdateGameState(serverMessage, player, otherPlayers)
}
}
}()
@ -348,7 +383,7 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
msgHandler.WriteMessage(disconnectMsg)
close(done)
case err := <-errChan:
log.Printf("Network error: %v", err)
@ -358,21 +393,8 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
// Helper function to write length-prefixed messages
func writeMessage(conn net.Conn, msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = conn.Write(data)
return err
msgHandler := NewMessageHandler(conn)
return msgHandler.WriteMessage(msg)
}
type Connection struct {

View File

@ -8,6 +8,66 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// AnimationController manages animation state and updates
type AnimationController struct {
animations AnimationSet
currentAnimation string // "idle" or "walk"
frame int32
lastUpdate time.Time
frameCount int32
}
// NewAnimationController creates a new animation controller
func NewAnimationController(animations AnimationSet) *AnimationController {
return &AnimationController{
animations: animations,
currentAnimation: "idle",
frame: 0,
lastUpdate: time.Now(),
}
}
// Update updates the animation state based on movement
func (ac *AnimationController) Update(deltaTime float32, isMoving bool) {
// Set the current animation based on movement
newAnimation := "idle"
if isMoving {
newAnimation = "walk"
}
// Reset frame counter when animation changes
if ac.currentAnimation != newAnimation {
ac.frame = 0
ac.currentAnimation = newAnimation
}
// Update the frame
ac.frame += int32(deltaTime * 60)
// Determine which animation set to use
var frames []rl.ModelAnimation
if ac.currentAnimation == "walk" && len(ac.animations.Walk) > 0 {
frames = ac.animations.Walk
} else if len(ac.animations.Idle) > 0 {
frames = ac.animations.Idle
}
// If we have frames, ensure we loop properly
if len(frames) > 0 && frames[0].FrameCount > 0 {
ac.frame = ac.frame % frames[0].FrameCount
}
}
// GetAnimFrame returns the current animation frame
func (ac *AnimationController) GetAnimFrame() int32 {
return ac.frame
}
// GetCurrentAnimation returns the current animation type
func (ac *AnimationController) GetCurrentAnimation() string {
return ac.currentAnimation
}
type Player struct {
sync.RWMutex // Keep this for network operations
Model rl.Model
@ -28,6 +88,7 @@ type Player struct {
LastUpdateTime time.Time
InterpolationProgress float32
PlaceholderColor rl.Color
AnimController *AnimationController
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
@ -42,29 +103,29 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
distance := rl.Vector3Length(direction)
if distance > 1.0 {
wasMoving := p.IsMoving
p.IsMoving = true
if !wasMoving {
p.AnimationFrame = 0
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogDebug, "Walk frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
} else {
wasMoving := p.IsMoving
p.IsMoving = false
}
if wasMoving {
p.AnimationFrame = 0
// Update animation if controller exists
if p.AnimController != nil {
p.AnimController.Update(deltaTime, p.IsMoving)
p.AnimationFrame = p.AnimController.GetAnimFrame()
} else {
// Legacy animation update for backward compatibility
if p.IsMoving {
if !p.IsMoving {
p.AnimationFrame = 0
}
p.AnimationFrame += int32(deltaTime * 60)
} else {
wasMoving := p.IsMoving
if wasMoving {
p.AnimationFrame = 0
}
p.AnimationFrame += int32(deltaTime * 60)
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
}
if distance > 0 {
@ -100,6 +161,11 @@ func NewPlayer(state *pb.PlayerState) *Player {
}
}
// InitializeAnimations sets up the animation controller for the player
func (p *Player) InitializeAnimations(animations AnimationSet) {
p.AnimController = NewAnimationController(animations)
}
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
p.Lock()
defer p.Unlock()

View File

@ -59,3 +59,12 @@ const (
ClientTickRate = 50 * time.Millisecond
MaxTickDesync = 5
)
// UI constants
const (
ChatMargin = 10
ChatHeight = 200
MessageHeight = 20
InputHeight = 30
MaxChatMessages = 50
)