Based db and accounts and log in where you logged out
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@ -53,6 +53,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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for _, msg := range messages {
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localMsg := types.ChatMessage{
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PlayerID: msg.PlayerId,
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Username: msg.Username,
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Content: msg.Content,
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Time: time.Unix(0, msg.Timestamp),
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}
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@ -117,7 +118,7 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
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for i := startIdx; i < endIdx; i++ {
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msg := c.messages[i]
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text := fmt.Sprintf("[%d]: %s", msg.PlayerID, msg.Content)
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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, rl.White)
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messageY += messageHeight
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}
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16
game/game.go
16
game/game.go
@ -68,16 +68,16 @@ func (g *Game) Update(deltaTime float32) {
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return
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}
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// Assign model based on player ID
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modelIndex := int(playerID) % len(g.Models)
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g.Player = &types.Player{
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PosActual: rl.NewVector3(5*types.TileSize, 0, 5*types.TileSize),
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PosTile: GetTile(5, 5),
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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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Model: g.Models[0].Model,
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Texture: g.Models[0].Texture,
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Model: g.Models[modelIndex].Model,
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Texture: g.Models[modelIndex].Texture,
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}
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
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@ -208,7 +208,13 @@ func (g *Game) Render() {
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g.DrawMap()
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g.DrawPlayer(g.Player, g.Player.Model)
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for id, other := range g.OtherPlayers {
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g.DrawPlayer(other, g.Models[int(id)%len(g.Models)].Model)
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if other.Model.Meshes == nil {
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// Assign model based on player ID for consistency
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modelIndex := int(id) % len(g.Models)
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other.Model = g.Models[modelIndex].Model
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other.Texture = g.Models[modelIndex].Texture
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}
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g.DrawPlayer(other, other.Model)
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}
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rl.EndMode3D()
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