big ol refactor
This commit is contained in:
34
game/chat.go
34
game/chat.go
@ -11,13 +11,9 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// Local UI constants (these could be moved to a centralized constants package later)
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const (
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maxMessages = 50
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chatMargin = 10 // Margin from screen edges
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chatHeight = 200
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messageHeight = 20
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inputHeight = 30
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runeLimit = 256
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runeLimit = 256
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)
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type Chat struct {
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@ -32,7 +28,7 @@ type Chat struct {
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func NewChat() *Chat {
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return &Chat{
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messages: make([]types.ChatMessage, 0, maxMessages),
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messages: make([]types.ChatMessage, 0, types.MaxChatMessages),
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inputBuffer: make([]rune, 0, runeLimit),
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}
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}
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@ -44,7 +40,7 @@ func (c *Chat) AddMessage(playerID int32, content string) {
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Time: time.Now(),
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}
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if len(c.messages) >= maxMessages {
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if len(c.messages) >= types.MaxChatMessages {
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c.messages = c.messages[1:]
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}
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c.messages = append(c.messages, msg)
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@ -72,14 +68,14 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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// Only add if it's not already in our history
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if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
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if len(c.messages) >= maxMessages {
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if len(c.messages) >= types.MaxChatMessages {
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c.messages = c.messages[1:]
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}
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c.messages = append(c.messages, localMsg)
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log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
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// Scroll to latest message if it's not already visible
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visibleMessages := int((chatHeight - inputHeight) / messageHeight)
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visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
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if len(c.messages) > visibleMessages {
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c.scrollOffset = len(c.messages) - visibleMessages
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}
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@ -114,16 +110,16 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
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defer c.mutex.RUnlock()
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// Calculate chat window width based on screen width
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chatWindowWidth := screenWidth - (chatMargin * 2)
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chatWindowWidth := screenWidth - (types.ChatMargin * 2)
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// Draw chat window background
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chatX := float32(chatMargin)
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chatY := float32(screenHeight - chatHeight - chatMargin)
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rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
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chatX := float32(types.ChatMargin)
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chatY := float32(screenHeight - types.ChatHeight - types.ChatMargin)
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rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, types.ChatHeight, rl.ColorAlpha(rl.Black, 0.5))
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// Draw messages from oldest to newest
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messageY := chatY + 5
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visibleMessages := int((chatHeight - inputHeight) / messageHeight)
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visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
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// Auto-scroll to bottom if no manual scrolling has occurred
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if c.scrollOffset == 0 {
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@ -145,12 +141,12 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
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}
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text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
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rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
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messageY += messageHeight
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messageY += types.MessageHeight
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}
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// Draw input field
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inputY := chatY + float32(chatHeight-inputHeight)
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rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
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inputY := chatY + float32(types.ChatHeight-types.InputHeight)
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rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, types.InputHeight, rl.ColorAlpha(rl.White, 0.3))
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if c.isTyping {
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inputText := string(c.inputBuffer)
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rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
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@ -168,7 +164,7 @@ func (c *Chat) Update() (string, bool) {
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if !c.isTyping {
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wheelMove := rl.GetMouseWheelMove()
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if wheelMove != 0 {
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maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
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maxScroll := max(0, len(c.messages)-int((types.ChatHeight-types.InputHeight)/types.MessageHeight))
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c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
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}
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107
game/components.go
Normal file
107
game/components.go
Normal file
@ -0,0 +1,107 @@
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package game
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import (
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"sync"
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"gitea.boner.be/bdnugget/goonscape/types"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// PlayerManager handles all player-related operations
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type PlayerManager struct {
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LocalPlayer *types.Player
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OtherPlayers map[int32]*types.Player
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mutex sync.RWMutex
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}
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// NewPlayerManager creates a new player manager
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func NewPlayerManager() *PlayerManager {
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return &PlayerManager{
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OtherPlayers: make(map[int32]*types.Player),
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}
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}
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// GetPlayer returns the player with the given ID, or the local player if ID matches
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func (pm *PlayerManager) GetPlayer(id int32) *types.Player {
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pm.mutex.RLock()
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defer pm.mutex.RUnlock()
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if pm.LocalPlayer != nil && pm.LocalPlayer.ID == id {
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return pm.LocalPlayer
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}
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return pm.OtherPlayers[id]
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}
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// AddPlayer adds a player to the manager
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func (pm *PlayerManager) AddPlayer(player *types.Player) {
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pm.mutex.Lock()
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defer pm.mutex.Unlock()
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pm.OtherPlayers[player.ID] = player
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}
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// RemovePlayer removes a player from the manager
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func (pm *PlayerManager) RemovePlayer(id int32) {
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pm.mutex.Lock()
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defer pm.mutex.Unlock()
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delete(pm.OtherPlayers, id)
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}
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// AssetManager handles all game assets
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type AssetManager struct {
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Models []types.ModelAsset
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Music rl.Music
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}
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// NewAssetManager creates a new asset manager
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func NewAssetManager() *AssetManager {
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return &AssetManager{}
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}
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// GetModelForPlayer returns the appropriate model for a player
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func (am *AssetManager) GetModelForPlayer(playerID int32) (types.ModelAsset, bool) {
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if len(am.Models) == 0 {
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return types.ModelAsset{}, false
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}
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// Simple model assignment based on player ID
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modelIndex := int(playerID) % len(am.Models)
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return am.Models[modelIndex], true
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}
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// UIManager manages all user interface components
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type UIManager struct {
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Chat *Chat
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LoginScreen *LoginScreen
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IsLoggedIn bool
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MenuOpen bool
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}
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// NewUIManager creates a new UI manager
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func NewUIManager() *UIManager {
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return &UIManager{
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Chat: NewChat(),
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LoginScreen: NewLoginScreen(),
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}
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}
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// HandleChatInput processes chat input and returns messages to send
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func (ui *UIManager) HandleChatInput() (string, bool) {
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return ui.Chat.Update()
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}
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// DrawUI renders all UI components
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func (ui *UIManager) DrawUI(screenWidth, screenHeight int32) {
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if !ui.IsLoggedIn {
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ui.LoginScreen.Draw()
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} else {
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if ui.MenuOpen {
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// Draw menu
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}
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// Draw chat always when logged in
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ui.Chat.Draw(screenWidth, screenHeight)
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}
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}
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254
game/game.go
254
game/game.go
@ -1,7 +1,7 @@
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package game
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import (
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"fmt"
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"log"
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"sync"
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"time"
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@ -13,135 +13,163 @@ import (
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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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// Component-based architecture
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PlayerManager *PlayerManager
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AssetManager *AssetManager
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UIManager *UIManager
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// Core game state
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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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Chat *Chat
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MenuOpen bool
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quitChan chan struct{}
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loginScreen *LoginScreen
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isLoggedIn bool
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cleanupOnce sync.Once
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frameCounter int // For periodic logging
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// Legacy fields for backward compatibility
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Player *types.Player // Use PlayerManager.LocalPlayer instead
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OtherPlayers map[int32]*types.Player // Use PlayerManager.OtherPlayers instead
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Models []types.ModelAsset // Use AssetManager.Models instead
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Music rl.Music // Use AssetManager.Music instead
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Chat *Chat // Use UIManager.Chat instead
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MenuOpen bool // Use UIManager.MenuOpen instead
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loginScreen *LoginScreen // Use UIManager.LoginScreen instead
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isLoggedIn bool // Use UIManager.IsLoggedIn instead
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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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OtherPlayers: make(map[int32]*types.Player),
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// Create managers
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playerManager := NewPlayerManager()
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assetManager := NewAssetManager()
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uiManager := NewUIManager()
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g := &Game{
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PlayerManager: playerManager,
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AssetManager: assetManager,
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UIManager: uiManager,
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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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Position: rl.NewVector3(0.0, 20.0, 0.0),
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Target: rl.NewVector3(0.0, 0.0, 0.0),
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Up: rl.NewVector3(0.0, 1.0, 0.0),
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Fovy: 45.0,
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Projection: rl.CameraPerspective,
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},
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Chat: NewChat(),
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quitChan: make(chan struct{}),
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loginScreen: NewLoginScreen(),
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quitChan: make(chan struct{}),
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}
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game.Chat.userData = game
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return game
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// Initialize legacy fields (for backward compatibility)
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g.Player = g.PlayerManager.LocalPlayer
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g.OtherPlayers = g.PlayerManager.OtherPlayers
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g.Models = g.AssetManager.Models
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g.Music = g.AssetManager.Music
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g.Chat = g.UIManager.Chat
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g.MenuOpen = g.UIManager.MenuOpen
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g.loginScreen = g.UIManager.LoginScreen
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g.isLoggedIn = g.UIManager.IsLoggedIn
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// Set up inter-component references
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g.Chat.userData = g // Pass game instance to chat for callbacks
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// Initialize world
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InitWorld()
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return g
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}
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func (g *Game) LoadAssets() error {
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var loadErr error
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defer func() {
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if r := recover(); r != nil {
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loadErr = fmt.Errorf("panic during asset loading: %v", r)
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// Cleanup any partially loaded assets
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g.Cleanup()
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return SafeExecute(func() error {
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// Load models
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var err error
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models, err := assets.LoadModels()
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if err != nil {
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log.Printf("Warning: Failed to load models: %v", err)
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}
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}()
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g.AssetManager.Models = models
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// Load models with better error handling
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g.Models, loadErr = assets.LoadModels()
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if loadErr != nil {
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return fmt.Errorf("failed to load models: %v", loadErr)
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}
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// Update legacy field
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g.Models = models
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// Verify model loading
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for i, model := range g.Models {
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if model.Model.Meshes == nil {
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return fmt.Errorf("model %d failed to load properly", i)
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// Try to load music
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music, err := assets.LoadMusic("resources/audio/music.mp3")
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if err != nil {
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log.Printf("Warning: Failed to load music: %v", err)
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} else {
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g.AssetManager.Music = music
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// Update legacy field
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g.Music = music
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}
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}
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// Load music with better error handling
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g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
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if loadErr != nil {
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return fmt.Errorf("failed to load music: %v", loadErr)
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}
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return nil
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return nil
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})
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}
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func (g *Game) Update(deltaTime float32) {
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if !g.isLoggedIn {
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username, password, isRegistering, submitted := g.loginScreen.Update()
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if submitted {
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// Legacy code to maintain compatibility
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if !g.UIManager.IsLoggedIn {
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// Handle login
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username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
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// Update legacy fields
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g.isLoggedIn = g.UIManager.IsLoggedIn
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if doAuth {
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conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
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if err != nil {
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g.loginScreen.SetError(err.Error())
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g.UIManager.LoginScreen.SetError(err.Error())
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return
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}
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g.Player = &types.Player{
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g.PlayerManager.LocalPlayer = &types.Player{
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Speed: 50.0,
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TargetPath: []types.Tile{},
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UserData: g,
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QuitDone: make(chan struct{}),
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ID: playerID,
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}
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g.AssignModelToPlayer(g.Player)
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g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
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g.isLoggedIn = true
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go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
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g.UIManager.IsLoggedIn = true
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}
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return
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}
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// Handle ESC for menu
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if rl.IsKeyPressed(rl.KeyEscape) {
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g.MenuOpen = !g.MenuOpen
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g.UIManager.MenuOpen = !g.UIManager.MenuOpen
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return
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}
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// Don't process other inputs if menu is open
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if g.MenuOpen {
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if g.UIManager.MenuOpen {
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return
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}
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|
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if message, sent := g.Chat.Update(); sent {
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g.Player.Lock()
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g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
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if message, sent := g.UIManager.Chat.Update(); sent {
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g.PlayerManager.LocalPlayer.Lock()
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g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
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Type: pb.Action_CHAT,
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ChatMessage: message,
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PlayerId: g.Player.ID,
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PlayerId: g.PlayerManager.LocalPlayer.ID,
|
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})
|
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g.Player.Unlock()
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g.PlayerManager.LocalPlayer.Unlock()
|
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}
|
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|
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g.HandleInput()
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|
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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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if len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
|
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g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.TargetPath[0], deltaTime, GetMapGrid())
|
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}
|
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|
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// Periodically log information about other players
|
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g.frameCounter++
|
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if g.frameCounter%300 == 0 {
|
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rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
|
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for id, other := range g.OtherPlayers {
|
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rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.PlayerManager.OtherPlayers))
|
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for id, other := range g.PlayerManager.OtherPlayers {
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rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
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id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
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}
|
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}
|
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|
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// Process other players
|
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for _, other := range g.OtherPlayers {
|
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for _, other := range g.PlayerManager.OtherPlayers {
|
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if other == nil {
|
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continue
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}
|
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@ -157,7 +185,19 @@ func (g *Game) Update(deltaTime float32) {
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}
|
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}
|
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|
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UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
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UpdateCamera(&g.Camera, g.PlayerManager.LocalPlayer.PosActual, deltaTime)
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|
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// Update music if available
|
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if g.AssetManager.Music.Stream.Buffer != nil {
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rl.UpdateMusicStream(g.AssetManager.Music)
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}
|
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|
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// Update legacy fields
|
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g.Player = g.PlayerManager.LocalPlayer
|
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g.OtherPlayers = g.PlayerManager.OtherPlayers
|
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g.Models = g.AssetManager.Models
|
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g.Music = g.AssetManager.Music
|
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g.MenuOpen = g.UIManager.MenuOpen
|
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}
|
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|
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func (g *Game) DrawMap() {
|
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@ -280,8 +320,8 @@ func (g *Game) Render() {
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
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|
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if !g.isLoggedIn {
|
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g.loginScreen.Draw()
|
||||
if !g.UIManager.IsLoggedIn {
|
||||
g.UIManager.LoginScreen.Draw()
|
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return
|
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}
|
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|
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@ -289,12 +329,12 @@ func (g *Game) Render() {
|
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g.DrawMap()
|
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|
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// 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{} {
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
Reference in New Issue
Block a user