Floating chat messages and remote server

This commit is contained in:
bdnugget 2025-01-13 14:22:24 +01:00
parent d301d597e8
commit c01b8d1c59
3 changed files with 74 additions and 4 deletions

View File

@ -23,6 +23,7 @@ type Chat struct {
isTyping bool
cursorPos int
scrollOffset int
userData interface{}
}
func NewChat() *Chat {
@ -61,6 +62,25 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, localMsg)
// Add floating message to the player
if game, ok := c.userData.(*Game); ok {
if msg.PlayerId == game.Player.ID {
game.Player.Lock()
game.Player.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
game.Player.Unlock()
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists {
otherPlayer.Lock()
otherPlayer.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
otherPlayer.Unlock()
}
}
}
}
}

View File

@ -1,6 +1,8 @@
package game
import (
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
@ -37,6 +39,7 @@ func New() *Game {
Chat: NewChat(),
}
game.Player.UserData = game
game.Chat.userData = game
return game
}
@ -122,6 +125,18 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
rl.DrawModel(model, playerPos, 16, rl.White)
if player.FloatingMessage != nil && time.Now().Before(player.FloatingMessage.ExpireTime) {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
Y: playerPos.Y + 24.0,
Z: playerPos.Z,
}, g.Camera)
player.FloatingMessage.ScreenPos = screenPos
} else if player.FloatingMessage != nil {
player.FloatingMessage = nil
}
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1]
targetPos := rl.Vector3{
@ -144,16 +159,43 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
func (g *Game) Render() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(g.Camera)
rl.BeginMode3D(g.Camera)
g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers {
g.DrawPlayer(other, g.Models[int(id)%len(g.Models)].Model)
}
rl.EndMode3D()
drawFloatingMessage := func(msg *types.FloatingMessage) {
if msg == nil || time.Now().After(msg.ExpireTime) {
return
}
pos := msg.ScreenPos
text := msg.Content
textWidth := rl.MeasureText(text, 20)
for offsetX := -2; offsetX <= 2; offsetX++ {
for offsetY := -2; offsetY <= 2; offsetY++ {
rl.DrawText(text,
int32(pos.X)-textWidth/2+int32(offsetX),
int32(pos.Y)+int32(offsetY),
20,
rl.Black)
}
}
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
}
if g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage)
}
for _, other := range g.OtherPlayers {
drawFloatingMessage(other.FloatingMessage)
}
rl.DrawFPS(10, 10)
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
rl.EndDrawing()

View File

@ -28,6 +28,7 @@ type Player struct {
LastUpdateTime time.Time
InterpolationProgress float32
UserData interface{} // Used to store reference to game
FloatingMessage *FloatingMessage
}
type ModelAsset struct {
@ -41,6 +42,12 @@ type ChatMessage struct {
Time time.Time
}
type FloatingMessage struct {
Content string
ExpireTime time.Time
ScreenPos rl.Vector2 // Store the screen position for 2D rendering
}
const (
MapWidth = 50
MapHeight = 50
@ -51,5 +58,6 @@ const (
ServerTickRate = 600 * time.Millisecond
ClientTickRate = 50 * time.Millisecond
MaxTickDesync = 5
ServerAddr = "localhost:6969"
// ServerAddr = "localhost:6969"
ServerAddr = "boner.be:6969"
)