big ol refactor

This commit is contained in:
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 +8,66 @@ 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
)