big ol refactor
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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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