Different model per player
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parent
1c42ec2802
commit
c7f7c083b1
18
main.go
18
main.go
@ -50,6 +50,8 @@ type Player struct {
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TargetPath []Tile
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Speed float32
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ActionQueue []Action // Queue for player actions
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Model rl.Model
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Texture rl.Texture2D
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}
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// Initialize the map with some height data
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@ -325,6 +327,18 @@ func main() {
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defer rl.UnloadTexture(coomerTexture)
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rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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models := []struct {
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Model rl.Model
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Texture rl.Texture2D
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}{
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{Model: playerModel, Texture: playerTexture},
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{Model: coomerModel, Texture: coomerTexture},
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}
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modelIndex := int(playerID) % len(models)
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player.Model = models[modelIndex].Model
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player.Texture = models[modelIndex].Texture
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rl.SetTargetFPS(60)
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// Music
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@ -356,9 +370,9 @@ func main() {
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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DrawMap(mapGrid)
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DrawPlayer(player, &playerModel, mapGrid)
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DrawPlayer(player, &player.Model, mapGrid)
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rl.DrawModel(coomerModel, rl.NewVector3(5*TileSize+32, 32, 5*TileSize+32), 16, rl.White)
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// rl.DrawModel(coomerModel, rl.NewVector3(5*TileSize+32, 32, 5*TileSize+32), 16, rl.White)
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rl.DrawFPS(10, 10)
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