Compare commits
No commits in common. "555b8118f2701f298717201ce62af9c739df8bac" and "220a45147551126767edd556a56cdb182872ad48" have entirely different histories.
555b8118f2
...
220a451475
247
assets/assets.go
247
assets/assets.go
@ -1,9 +1,6 @@
|
|||||||
package assets
|
package assets
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
"os"
|
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/types"
|
"gitea.boner.be/bdnugget/goonscape/types"
|
||||||
rl "github.com/gen2brain/raylib-go/raylib"
|
rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
)
|
)
|
||||||
@ -12,11 +9,6 @@ import (
|
|||||||
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
|
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
|
||||||
var animSet types.AnimationSet
|
var animSet types.AnimationSet
|
||||||
|
|
||||||
// Only try to load animations if environment variable isn't set
|
|
||||||
if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
|
|
||||||
return animSet, nil
|
|
||||||
}
|
|
||||||
|
|
||||||
// Load idle animations if specified
|
// Load idle animations if specified
|
||||||
if idlePath, ok := animPaths["idle"]; ok {
|
if idlePath, ok := animPaths["idle"]; ok {
|
||||||
idleAnims := rl.LoadModelAnimations(idlePath)
|
idleAnims := rl.LoadModelAnimations(idlePath)
|
||||||
@ -40,129 +32,10 @@ func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error
|
|||||||
return animSet, nil
|
return animSet, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// ValidateModel checks if a model is valid and properly loaded
|
|
||||||
func ValidateModel(model rl.Model) error {
|
|
||||||
if model.Meshes == nil {
|
|
||||||
return fmt.Errorf("model has nil meshes")
|
|
||||||
}
|
|
||||||
if model.Meshes.VertexCount <= 0 {
|
|
||||||
return fmt.Errorf("model has invalid vertex count")
|
|
||||||
}
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
// CompletelyAvoidExternalModels determines if we should avoid loading external models
|
|
||||||
func CompletelyAvoidExternalModels() bool {
|
|
||||||
return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
|
|
||||||
}
|
|
||||||
|
|
||||||
// SafeLoadModel attempts to load a model, returning a placeholder if it fails
|
|
||||||
func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
|
|
||||||
// Don't even try to load external models in safe mode
|
|
||||||
if CompletelyAvoidExternalModels() {
|
|
||||||
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
|
|
||||||
return createPrimitiveShape(fallbackShape), false, fallbackColor
|
|
||||||
}
|
|
||||||
|
|
||||||
defer func() {
|
|
||||||
// Recover from any panics during model loading
|
|
||||||
if r := recover(); r != nil {
|
|
||||||
rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
|
|
||||||
// Try to load the model
|
|
||||||
model := rl.LoadModel(fileName)
|
|
||||||
|
|
||||||
// Check if the model is valid
|
|
||||||
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
|
|
||||||
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
|
|
||||||
return createPrimitiveShape(fallbackShape), false, fallbackColor
|
|
||||||
}
|
|
||||||
|
|
||||||
// For real models, return zero color since we don't need it
|
|
||||||
return model, true, rl.Color{}
|
|
||||||
}
|
|
||||||
|
|
||||||
// createPrimitiveShape creates a simple shape without loading external models
|
|
||||||
func createPrimitiveShape(shapeType int) rl.Model {
|
|
||||||
var mesh rl.Mesh
|
|
||||||
|
|
||||||
switch shapeType {
|
|
||||||
case 0: // Cube
|
|
||||||
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
|
|
||||||
case 1: // Sphere
|
|
||||||
mesh = rl.GenMeshSphere(1.0, 8, 8)
|
|
||||||
case 2: // Cylinder
|
|
||||||
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
|
|
||||||
case 3: // Cone
|
|
||||||
mesh = rl.GenMeshCone(1.0, 2.0, 8)
|
|
||||||
default: // Default to cube
|
|
||||||
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
|
|
||||||
}
|
|
||||||
|
|
||||||
model := rl.LoadModelFromMesh(mesh)
|
|
||||||
return model
|
|
||||||
}
|
|
||||||
|
|
||||||
func LoadModels() ([]types.ModelAsset, error) {
|
func LoadModels() ([]types.ModelAsset, error) {
|
||||||
// Force safe mode for now until we fix the segfault
|
// Goonion model and animations
|
||||||
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
|
goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
|
||||||
|
goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"})
|
||||||
models := make([]types.ModelAsset, 0, 3)
|
|
||||||
|
|
||||||
// Use environment variable to completely disable model loading
|
|
||||||
safeMode := CompletelyAvoidExternalModels()
|
|
||||||
|
|
||||||
// Colors for the different models
|
|
||||||
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
|
|
||||||
coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
|
|
||||||
shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
|
|
||||||
|
|
||||||
// If in safe mode, create all models directly without loading
|
|
||||||
if safeMode {
|
|
||||||
// Gooner model (cube)
|
|
||||||
cube := createPrimitiveShape(0)
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: cube,
|
|
||||||
YOffset: 0.0,
|
|
||||||
PlaceholderColor: goonerColor,
|
|
||||||
})
|
|
||||||
|
|
||||||
// Coomer model (sphere)
|
|
||||||
sphere := createPrimitiveShape(1)
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: sphere,
|
|
||||||
YOffset: -4.0,
|
|
||||||
PlaceholderColor: coomerColor,
|
|
||||||
})
|
|
||||||
|
|
||||||
// Shreke model (cylinder)
|
|
||||||
cylinder := createPrimitiveShape(2)
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: cylinder,
|
|
||||||
YOffset: 0.0,
|
|
||||||
PlaceholderColor: shrekeColor,
|
|
||||||
})
|
|
||||||
|
|
||||||
return models, nil
|
|
||||||
}
|
|
||||||
|
|
||||||
// The rest of the function with normal model loading
|
|
||||||
// Load Goonion model with error handling
|
|
||||||
var goonerModel rl.Model
|
|
||||||
var success bool
|
|
||||||
var modelColor rl.Color
|
|
||||||
|
|
||||||
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
|
|
||||||
|
|
||||||
// Create animations only if model was loaded successfully
|
|
||||||
var goonerAnims types.AnimationSet
|
|
||||||
if success {
|
|
||||||
goonerAnims, _ = loadModelAnimations(map[string]string{
|
|
||||||
"idle": "resources/models/gooner/idle_no_y_transform.glb",
|
|
||||||
"walk": "resources/models/gooner/walk_no_y_transform.glb",
|
|
||||||
})
|
|
||||||
|
|
||||||
// Apply transformations
|
// Apply transformations
|
||||||
transform := rl.MatrixIdentity()
|
transform := rl.MatrixIdentity()
|
||||||
@ -170,105 +43,45 @@ func LoadModels() ([]types.ModelAsset, error) {
|
|||||||
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
|
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
|
||||||
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
|
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
|
||||||
goonerModel.Transform = transform
|
goonerModel.Transform = transform
|
||||||
}
|
|
||||||
|
|
||||||
// Always add a model (real or placeholder)
|
// Coomer model (ready for animations)
|
||||||
models = append(models, types.ModelAsset{
|
coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
|
||||||
|
// coomerTexture := rl.LoadTexture("resources/models/coomer.png")
|
||||||
|
// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
|
||||||
|
// When you have animations, add them like:
|
||||||
|
coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"})
|
||||||
|
coomerModel.Transform = transform
|
||||||
|
|
||||||
|
// Shreke model (ready for animations)
|
||||||
|
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
|
||||||
|
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
|
||||||
|
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
|
||||||
|
// When you have animations, add them like:
|
||||||
|
// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb",
|
||||||
|
// map[string]string{
|
||||||
|
// "idle": "resources/models/shreke_idle.glb",
|
||||||
|
// "walk": "resources/models/shreke_walk.glb",
|
||||||
|
// })
|
||||||
|
|
||||||
|
return []types.ModelAsset{
|
||||||
|
{
|
||||||
Model: goonerModel,
|
Model: goonerModel,
|
||||||
Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
|
Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
|
||||||
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
|
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
|
||||||
Animations: goonerAnims,
|
Animations: goonerAnims,
|
||||||
YOffset: 0.0,
|
YOffset: 0.0,
|
||||||
PlaceholderColor: modelColor,
|
},
|
||||||
})
|
{
|
||||||
|
|
||||||
// Coomer model with safe loading - using a sphere shape
|
|
||||||
var coomerModel rl.Model
|
|
||||||
coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
|
|
||||||
|
|
||||||
if success {
|
|
||||||
// Only load animations if the model loaded successfully
|
|
||||||
coomerAnims, _ := loadModelAnimations(map[string]string{
|
|
||||||
"idle": "resources/models/coomer/idle_notransy.glb",
|
|
||||||
"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
|
|
||||||
})
|
|
||||||
|
|
||||||
// Apply transformations
|
|
||||||
transform := rl.MatrixIdentity()
|
|
||||||
transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
|
|
||||||
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
|
|
||||||
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
|
|
||||||
coomerModel.Transform = transform
|
|
||||||
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: coomerModel,
|
Model: coomerModel,
|
||||||
Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
|
Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
|
||||||
AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
|
AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
|
||||||
Animations: coomerAnims,
|
Animations: coomerAnims,
|
||||||
YOffset: -4.0,
|
YOffset: -4.0,
|
||||||
PlaceholderColor: rl.Color{}, // Not a placeholder
|
},
|
||||||
})
|
{Model: shrekeModel, Texture: shrekeTexture},
|
||||||
} else {
|
}, nil
|
||||||
// Add a placeholder with different shape/color
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: coomerModel,
|
|
||||||
YOffset: -4.0,
|
|
||||||
PlaceholderColor: modelColor,
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shreke model with safe loading - using a cylinder shape
|
|
||||||
var shrekeModel rl.Model
|
|
||||||
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
|
|
||||||
|
|
||||||
if success {
|
|
||||||
// Only proceed with texture if model loaded
|
|
||||||
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
|
|
||||||
if shrekeTexture.ID <= 0 {
|
|
||||||
rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
|
|
||||||
} else {
|
|
||||||
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
|
|
||||||
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: shrekeModel,
|
|
||||||
Texture: shrekeTexture,
|
|
||||||
YOffset: 0.0,
|
|
||||||
PlaceholderColor: rl.Color{}, // Not a placeholder
|
|
||||||
})
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// Add another placeholder with different shape/color
|
|
||||||
models = append(models, types.ModelAsset{
|
|
||||||
Model: shrekeModel,
|
|
||||||
YOffset: 0.0,
|
|
||||||
PlaceholderColor: modelColor,
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
if len(models) == 0 {
|
|
||||||
return nil, fmt.Errorf("failed to load any models")
|
|
||||||
}
|
|
||||||
|
|
||||||
return models, nil
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func LoadMusic(filename string) (rl.Music, error) {
|
func LoadMusic(filename string) (rl.Music, error) {
|
||||||
defer func() {
|
return rl.LoadMusicStream(filename), nil
|
||||||
// Recover from any panics during music loading
|
|
||||||
if r := recover(); r != nil {
|
|
||||||
rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
|
|
||||||
// Skip loading music if environment variable is set
|
|
||||||
if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
|
|
||||||
rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
|
|
||||||
return rl.Music{}, fmt.Errorf("audio disabled")
|
|
||||||
}
|
|
||||||
|
|
||||||
music := rl.LoadMusicStream(filename)
|
|
||||||
if music.Stream.Buffer == nil {
|
|
||||||
return music, fmt.Errorf("failed to load music: %s", filename)
|
|
||||||
}
|
|
||||||
return music, nil
|
|
||||||
}
|
}
|
||||||
|
21
constants.go
21
constants.go
@ -2,11 +2,20 @@ package main
|
|||||||
|
|
||||||
import "time"
|
import "time"
|
||||||
|
|
||||||
// Game world constants
|
|
||||||
const (
|
const (
|
||||||
// Server-related constants
|
MapWidth = 50
|
||||||
ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
|
MapHeight = 50
|
||||||
ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
|
TileSize = 32
|
||||||
MaxTickDesync = 5 // Max ticks behind before forcing resync
|
TileHeight = 2.0
|
||||||
DefaultPort = "6969" // Default server port
|
TickRate = 600 * time.Millisecond // Server tick rate (600ms)
|
||||||
|
serverAddr = "localhost:6969"
|
||||||
|
|
||||||
|
// RuneScape-style tick rate (600ms)
|
||||||
|
ServerTickRate = 600 * time.Millisecond
|
||||||
|
|
||||||
|
// Client might run at a higher tick rate for smooth rendering
|
||||||
|
ClientTickRate = 50 * time.Millisecond
|
||||||
|
|
||||||
|
// Maximum number of ticks we can get behind before forcing a resync
|
||||||
|
MaxTickDesync = 5
|
||||||
)
|
)
|
||||||
|
11
game/chat.go
11
game/chat.go
@ -2,7 +2,6 @@ package game
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
"fmt"
|
||||||
"log"
|
|
||||||
"sync"
|
"sync"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
@ -55,12 +54,6 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
|||||||
c.mutex.Lock()
|
c.mutex.Lock()
|
||||||
defer c.mutex.Unlock()
|
defer c.mutex.Unlock()
|
||||||
|
|
||||||
if len(messages) == 0 {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
log.Printf("Processing %d chat messages", len(messages))
|
|
||||||
|
|
||||||
// Convert protobuf messages to our local type
|
// Convert protobuf messages to our local type
|
||||||
for _, msg := range messages {
|
for _, msg := range messages {
|
||||||
localMsg := types.ChatMessage{
|
localMsg := types.ChatMessage{
|
||||||
@ -76,7 +69,6 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
|||||||
c.messages = c.messages[1:]
|
c.messages = c.messages[1:]
|
||||||
}
|
}
|
||||||
c.messages = append(c.messages, localMsg)
|
c.messages = append(c.messages, localMsg)
|
||||||
log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
|
|
||||||
|
|
||||||
// Scroll to latest message if it's not already visible
|
// Scroll to latest message if it's not already visible
|
||||||
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
|
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
|
||||||
@ -100,9 +92,6 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
|||||||
ExpireTime: time.Now().Add(6 * time.Second),
|
ExpireTime: time.Now().Add(6 * time.Second),
|
||||||
}
|
}
|
||||||
otherPlayer.Unlock()
|
otherPlayer.Unlock()
|
||||||
log.Printf("Added floating message to other player %d", msg.PlayerId)
|
|
||||||
} else {
|
|
||||||
log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
115
game/game.go
115
game/game.go
@ -24,7 +24,6 @@ type Game struct {
|
|||||||
loginScreen *LoginScreen
|
loginScreen *LoginScreen
|
||||||
isLoggedIn bool
|
isLoggedIn bool
|
||||||
cleanupOnce sync.Once
|
cleanupOnce sync.Once
|
||||||
frameCounter int // For periodic logging
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func New() *Game {
|
func New() *Game {
|
||||||
@ -130,28 +129,7 @@ func (g *Game) Update(deltaTime float32) {
|
|||||||
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
|
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
|
||||||
}
|
}
|
||||||
|
|
||||||
// Periodically log information about other players
|
|
||||||
g.frameCounter++
|
|
||||||
if g.frameCounter%300 == 0 {
|
|
||||||
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
|
|
||||||
for id, other := range g.OtherPlayers {
|
|
||||||
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
|
|
||||||
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Process other players
|
|
||||||
for _, other := range g.OtherPlayers {
|
for _, other := range g.OtherPlayers {
|
||||||
if other == nil {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
// Make sure other players have models assigned
|
|
||||||
if other.Model.Meshes == nil {
|
|
||||||
g.AssignModelToPlayer(other)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update other player movement
|
|
||||||
if len(other.TargetPath) > 0 {
|
if len(other.TargetPath) > 0 {
|
||||||
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
|
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
|
||||||
}
|
}
|
||||||
@ -189,21 +167,11 @@ func (g *Game) DrawMap() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
||||||
// No need for lock in rendering, we'll use a "take snapshot" approach
|
player.Lock()
|
||||||
// This avoids potential deadlocks and makes the rendering more consistent
|
defer player.Unlock()
|
||||||
|
|
||||||
// Check for invalid model
|
|
||||||
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
|
|
||||||
// Don't try to draw invalid models
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
grid := GetMapGrid()
|
grid := GetMapGrid()
|
||||||
modelIndex := int(player.ID) % len(g.Models)
|
modelIndex := int(player.ID) % len(g.Models)
|
||||||
if modelIndex < 0 || modelIndex >= len(g.Models) {
|
|
||||||
// Prevent out of bounds access
|
|
||||||
modelIndex = 0
|
|
||||||
}
|
|
||||||
modelAsset := g.Models[modelIndex]
|
modelAsset := g.Models[modelIndex]
|
||||||
|
|
||||||
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
|
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
|
||||||
@ -217,25 +185,16 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
|||||||
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
|
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
|
||||||
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
|
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
|
||||||
anim := modelAsset.Animations.Walk[0] // Use first walk animation
|
anim := modelAsset.Animations.Walk[0] // Use first walk animation
|
||||||
if anim.FrameCount > 0 {
|
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
|
||||||
currentFrame := player.AnimationFrame % anim.FrameCount
|
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
|
||||||
rl.UpdateModelAnimation(model, anim, currentFrame)
|
|
||||||
}
|
|
||||||
} else if len(modelAsset.Animations.Idle) > 0 {
|
} else if len(modelAsset.Animations.Idle) > 0 {
|
||||||
anim := modelAsset.Animations.Idle[0] // Use first idle animation
|
anim := modelAsset.Animations.Idle[0] // Use first idle animation
|
||||||
if anim.FrameCount > 0 {
|
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
|
||||||
currentFrame := player.AnimationFrame % anim.FrameCount
|
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
|
||||||
rl.UpdateModelAnimation(model, anim, currentFrame)
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Use placeholder color if it's set, otherwise use white
|
rl.DrawModel(model, playerPos, 16, rl.White)
|
||||||
var drawColor rl.Color = rl.White
|
|
||||||
if player.PlaceholderColor.A > 0 {
|
|
||||||
drawColor = player.PlaceholderColor
|
|
||||||
}
|
|
||||||
rl.DrawModel(model, playerPos, 16, drawColor)
|
|
||||||
|
|
||||||
// Draw floating messages and path indicators
|
// Draw floating messages and path indicators
|
||||||
if player.FloatingMessage != nil {
|
if player.FloatingMessage != nil {
|
||||||
@ -269,43 +228,20 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
|||||||
|
|
||||||
func (g *Game) Render() {
|
func (g *Game) Render() {
|
||||||
rl.BeginDrawing()
|
rl.BeginDrawing()
|
||||||
defer func() {
|
|
||||||
// This defer will catch any panics that might occur during rendering
|
|
||||||
// and ensure EndDrawing gets called to maintain proper graphics state
|
|
||||||
if r := recover(); r != nil {
|
|
||||||
rl.TraceLog(rl.LogError, "Panic during rendering: %v", r)
|
|
||||||
}
|
|
||||||
rl.EndDrawing()
|
|
||||||
}()
|
|
||||||
|
|
||||||
rl.ClearBackground(rl.RayWhite)
|
rl.ClearBackground(rl.RayWhite)
|
||||||
|
|
||||||
if !g.isLoggedIn {
|
if !g.isLoggedIn {
|
||||||
g.loginScreen.Draw()
|
g.loginScreen.Draw()
|
||||||
|
rl.EndDrawing()
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
rl.BeginMode3D(g.Camera)
|
rl.BeginMode3D(g.Camera)
|
||||||
g.DrawMap()
|
g.DrawMap()
|
||||||
|
|
||||||
// Draw player only if valid
|
|
||||||
if g.Player != nil && g.Player.Model.Meshes != nil {
|
|
||||||
g.DrawPlayer(g.Player, g.Player.Model)
|
g.DrawPlayer(g.Player, g.Player.Model)
|
||||||
}
|
|
||||||
|
|
||||||
// Draw other players with defensive checks
|
|
||||||
for _, other := range g.OtherPlayers {
|
for _, other := range g.OtherPlayers {
|
||||||
if other == nil {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
// Make sure model is assigned
|
|
||||||
if other.Model.Meshes == nil {
|
if other.Model.Meshes == nil {
|
||||||
g.AssignModelToPlayer(other)
|
g.AssignModelToPlayer(other)
|
||||||
// Skip this frame if assignment failed
|
|
||||||
if other.Model.Meshes == nil {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
g.DrawPlayer(other, other.Model)
|
g.DrawPlayer(other, other.Model)
|
||||||
}
|
}
|
||||||
@ -332,15 +268,13 @@ func (g *Game) Render() {
|
|||||||
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
|
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
|
||||||
}
|
}
|
||||||
|
|
||||||
if g.Player != nil && g.Player.FloatingMessage != nil {
|
if g.Player.FloatingMessage != nil {
|
||||||
drawFloatingMessage(g.Player.FloatingMessage)
|
drawFloatingMessage(g.Player.FloatingMessage)
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, other := range g.OtherPlayers {
|
for _, other := range g.OtherPlayers {
|
||||||
if other != nil && other.FloatingMessage != nil {
|
|
||||||
drawFloatingMessage(other.FloatingMessage)
|
drawFloatingMessage(other.FloatingMessage)
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Draw menu if open
|
// Draw menu if open
|
||||||
if g.MenuOpen {
|
if g.MenuOpen {
|
||||||
@ -348,11 +282,12 @@ func (g *Game) Render() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Only draw chat if menu is not open
|
// Only draw chat if menu is not open
|
||||||
if !g.MenuOpen && g.Chat != nil {
|
if !g.MenuOpen {
|
||||||
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
|
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
|
||||||
}
|
}
|
||||||
|
|
||||||
rl.DrawFPS(10, 10)
|
rl.DrawFPS(10, 10)
|
||||||
|
rl.EndDrawing()
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) Cleanup() {
|
func (g *Game) Cleanup() {
|
||||||
@ -457,36 +392,12 @@ func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) AssignModelToPlayer(player *types.Player) {
|
func (g *Game) AssignModelToPlayer(player *types.Player) {
|
||||||
if player == nil {
|
modelIndex := int(player.ID) % len(g.Models)
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
// Defensive check for empty models array
|
|
||||||
if len(g.Models) == 0 {
|
|
||||||
rl.TraceLog(rl.LogWarning, "No models available to assign to player")
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
// Make sure model index is positive for consistent player appearances
|
|
||||||
// Use abs value of ID to ensure consistent appearance for negative IDs
|
|
||||||
modelIndex := abs(int(player.ID)) % len(g.Models)
|
|
||||||
if modelIndex < 0 || modelIndex >= len(g.Models) {
|
|
||||||
// Prevent out of bounds access
|
|
||||||
modelIndex = 0
|
|
||||||
}
|
|
||||||
|
|
||||||
rl.TraceLog(rl.LogInfo, "Assigning model %d to player %d", modelIndex, player.ID)
|
|
||||||
modelAsset := g.Models[modelIndex]
|
modelAsset := g.Models[modelIndex]
|
||||||
|
|
||||||
// Validate model before assigning
|
// Just use the original model - don't try to copy it
|
||||||
if modelAsset.Model.Meshes == nil {
|
|
||||||
rl.TraceLog(rl.LogWarning, "Trying to assign invalid model to player %d", player.ID)
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
player.Model = modelAsset.Model
|
player.Model = modelAsset.Model
|
||||||
player.Texture = modelAsset.Texture
|
player.Texture = modelAsset.Texture
|
||||||
player.PlaceholderColor = modelAsset.PlaceholderColor
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) QuitChan() <-chan struct{} {
|
func (g *Game) QuitChan() <-chan struct{} {
|
||||||
|
53
main.go
53
main.go
@ -7,7 +7,6 @@ import (
|
|||||||
"os/signal"
|
"os/signal"
|
||||||
"strings"
|
"strings"
|
||||||
"syscall"
|
"syscall"
|
||||||
"time"
|
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/game"
|
"gitea.boner.be/bdnugget/goonscape/game"
|
||||||
"gitea.boner.be/bdnugget/goonscape/network"
|
"gitea.boner.be/bdnugget/goonscape/network"
|
||||||
@ -15,12 +14,9 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
// Set up panic recovery at the top level
|
|
||||||
defer func() {
|
defer func() {
|
||||||
if r := recover(); r != nil {
|
if r := recover(); r != nil {
|
||||||
log.Printf("Recovered from fatal panic in main: %v", r)
|
log.Printf("Recovered from panic in main: %v", r)
|
||||||
// Give the user a chance to see the error
|
|
||||||
time.Sleep(5 * time.Second)
|
|
||||||
}
|
}
|
||||||
}()
|
}()
|
||||||
|
|
||||||
@ -50,61 +46,26 @@ func main() {
|
|||||||
network.SetServerAddr(*addr)
|
network.SetServerAddr(*addr)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Initialize window with error handling
|
|
||||||
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
|
|
||||||
rl.InitWindow(1024, 768, "GoonScape")
|
rl.InitWindow(1024, 768, "GoonScape")
|
||||||
|
|
||||||
rl.SetExitKey(0)
|
rl.SetExitKey(0)
|
||||||
|
|
||||||
// Initialize audio with error handling
|
|
||||||
if !rl.IsAudioDeviceReady() {
|
|
||||||
rl.InitAudioDevice()
|
rl.InitAudioDevice()
|
||||||
if !rl.IsAudioDeviceReady() {
|
|
||||||
log.Println("Warning: Failed to initialize audio device, continuing without audio")
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use a maximum of 3 attempts to load assets
|
gameInstance := game.New()
|
||||||
var gameInstance *game.Game
|
if err := gameInstance.LoadAssets(); err != nil {
|
||||||
var loadErr error
|
log.Printf("Failed to load assets: %v", err)
|
||||||
maxAttempts := 3
|
return
|
||||||
|
|
||||||
for attempt := 1; attempt <= maxAttempts; attempt++ {
|
|
||||||
gameInstance = game.New()
|
|
||||||
loadErr = gameInstance.LoadAssets()
|
|
||||||
if loadErr == nil {
|
|
||||||
break
|
|
||||||
}
|
|
||||||
|
|
||||||
log.Printf("Attempt %d/%d: Failed to load assets: %v", attempt, maxAttempts, loadErr)
|
|
||||||
if attempt < maxAttempts {
|
|
||||||
log.Println("Retrying...")
|
|
||||||
gameInstance.Cleanup() // Cleanup before retrying
|
|
||||||
time.Sleep(500 * time.Millisecond)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if loadErr != nil {
|
|
||||||
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
defer func() {
|
defer func() {
|
||||||
if gameInstance != nil {
|
|
||||||
gameInstance.Cleanup()
|
gameInstance.Cleanup()
|
||||||
}
|
|
||||||
rl.CloseWindow()
|
rl.CloseWindow()
|
||||||
if rl.IsAudioDeviceReady() {
|
|
||||||
rl.CloseAudioDevice()
|
rl.CloseAudioDevice()
|
||||||
}
|
|
||||||
}()
|
}()
|
||||||
|
|
||||||
rl.SetTargetFPS(60)
|
rl.SetTargetFPS(60)
|
||||||
|
|
||||||
// Play music if available
|
|
||||||
if gameInstance.Music.Stream.Buffer != nil {
|
|
||||||
rl.PlayMusicStream(gameInstance.Music)
|
rl.PlayMusicStream(gameInstance.Music)
|
||||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||||
}
|
|
||||||
|
|
||||||
// Handle OS signals for clean shutdown
|
// Handle OS signals for clean shutdown
|
||||||
sigChan := make(chan os.Signal, 1)
|
sigChan := make(chan os.Signal, 1)
|
||||||
@ -119,11 +80,7 @@ func main() {
|
|||||||
// Keep game loop in main thread for Raylib
|
// Keep game loop in main thread for Raylib
|
||||||
for !rl.WindowShouldClose() {
|
for !rl.WindowShouldClose() {
|
||||||
deltaTime := rl.GetFrameTime()
|
deltaTime := rl.GetFrameTime()
|
||||||
|
|
||||||
// Update music if available
|
|
||||||
if gameInstance.Music.Stream.Buffer != nil {
|
|
||||||
rl.UpdateMusicStream(gameInstance.Music)
|
rl.UpdateMusicStream(gameInstance.Music)
|
||||||
}
|
|
||||||
|
|
||||||
func() {
|
func() {
|
||||||
defer func() {
|
defer func() {
|
||||||
|
@ -18,11 +18,10 @@ import (
|
|||||||
|
|
||||||
const protoVersion = 1
|
const protoVersion = 1
|
||||||
|
|
||||||
var serverAddr = "boner.be:6969" // Default server address
|
var serverAddr = "boner.be:6969"
|
||||||
|
|
||||||
func SetServerAddr(addr string) {
|
func SetServerAddr(addr string) {
|
||||||
serverAddr = addr
|
serverAddr = addr
|
||||||
log.Printf("Server address set to: %s", serverAddr)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
|
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
|
||||||
@ -176,33 +175,22 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
|||||||
lengthBuf := make([]byte, 4)
|
lengthBuf := make([]byte, 4)
|
||||||
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
|
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
|
||||||
if err != io.EOF {
|
if err != io.EOF {
|
||||||
log.Printf("Network read error: %v", err)
|
|
||||||
errChan <- fmt.Errorf("failed to read message length: %v", err)
|
errChan <- fmt.Errorf("failed to read message length: %v", err)
|
||||||
} else {
|
|
||||||
log.Printf("Connection closed by server")
|
|
||||||
}
|
}
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
||||||
|
|
||||||
// Sanity check message size to prevent potential memory issues
|
|
||||||
if messageLength > 1024*1024 { // 1MB max message size
|
|
||||||
log.Printf("Message size too large: %d bytes", messageLength)
|
|
||||||
errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
messageBuf := make([]byte, messageLength)
|
messageBuf := make([]byte, messageLength)
|
||||||
if _, err := io.ReadFull(reader, messageBuf); err != nil {
|
if _, err := io.ReadFull(reader, messageBuf); err != nil {
|
||||||
log.Printf("Failed to read message body: %v", err)
|
log.Printf("Failed to read message body: %v", err)
|
||||||
errChan <- fmt.Errorf("failed to read message body: %v", err)
|
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
var serverMessage pb.ServerMessage
|
var serverMessage pb.ServerMessage
|
||||||
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
|
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
|
||||||
log.Printf("Failed to unmarshal server message: %v", err)
|
log.Printf("Failed to unmarshal server message: %v", err)
|
||||||
continue // Skip this message but don't quit
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
player.Lock()
|
player.Lock()
|
||||||
@ -219,11 +207,7 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
|||||||
}
|
}
|
||||||
player.Unlock()
|
player.Unlock()
|
||||||
|
|
||||||
// Process player states
|
|
||||||
validPlayerIds := make(map[int32]bool)
|
|
||||||
for _, state := range serverMessage.Players {
|
for _, state := range serverMessage.Players {
|
||||||
validPlayerIds[state.PlayerId] = true
|
|
||||||
|
|
||||||
if state.PlayerId == playerID {
|
if state.PlayerId == playerID {
|
||||||
player.Lock()
|
player.Lock()
|
||||||
// Update initial position if not set
|
// Update initial position if not set
|
||||||
@ -239,26 +223,21 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
|||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update or create other players
|
|
||||||
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
||||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
||||||
} else {
|
} else {
|
||||||
log.Printf("Creating new player with ID: %d", state.PlayerId)
|
|
||||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Remove players no longer in the server state
|
// Remove players that are no longer in the server state
|
||||||
for id := range otherPlayers {
|
for id := range otherPlayers {
|
||||||
if id != playerID && !validPlayerIds[id] {
|
if id != playerID {
|
||||||
log.Printf("Removing player with ID: %d", id)
|
|
||||||
delete(otherPlayers, id)
|
delete(otherPlayers, id)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle chat messages
|
|
||||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
||||||
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
|
|
||||||
handler.HandleServerMessages(serverMessage.ChatMessages)
|
handler.HandleServerMessages(serverMessage.ChatMessages)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,7 +9,7 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type Player struct {
|
type Player struct {
|
||||||
sync.RWMutex // Keep this for network operations
|
sync.RWMutex
|
||||||
Model rl.Model
|
Model rl.Model
|
||||||
Texture rl.Texture2D
|
Texture rl.Texture2D
|
||||||
PosActual rl.Vector3
|
PosActual rl.Vector3
|
||||||
@ -27,11 +27,12 @@ type Player struct {
|
|||||||
LastAnimUpdate time.Time
|
LastAnimUpdate time.Time
|
||||||
LastUpdateTime time.Time
|
LastUpdateTime time.Time
|
||||||
InterpolationProgress float32
|
InterpolationProgress float32
|
||||||
PlaceholderColor rl.Color
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||||
// No need for lock here as this is called from a single thread (game loop)
|
p.Lock()
|
||||||
|
defer p.Unlock()
|
||||||
|
|
||||||
targetPos := rl.Vector3{
|
targetPos := rl.Vector3{
|
||||||
X: float32(target.X * TileSize),
|
X: float32(target.X * TileSize),
|
||||||
Y: mapGrid[target.X][target.Y].Height * TileHeight,
|
Y: mapGrid[target.X][target.Y].Height * TileHeight,
|
||||||
@ -51,7 +52,7 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
|||||||
|
|
||||||
oldFrame := p.AnimationFrame
|
oldFrame := p.AnimationFrame
|
||||||
p.AnimationFrame += int32(deltaTime * 60)
|
p.AnimationFrame += int32(deltaTime * 60)
|
||||||
rl.TraceLog(rl.LogDebug, "Walk frame update: %d -> %d (delta: %f)",
|
rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)",
|
||||||
oldFrame, p.AnimationFrame, deltaTime)
|
oldFrame, p.AnimationFrame, deltaTime)
|
||||||
} else {
|
} else {
|
||||||
wasMoving := p.IsMoving
|
wasMoving := p.IsMoving
|
||||||
@ -63,7 +64,7 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
|||||||
|
|
||||||
oldFrame := p.AnimationFrame
|
oldFrame := p.AnimationFrame
|
||||||
p.AnimationFrame += int32(deltaTime * 60)
|
p.AnimationFrame += int32(deltaTime * 60)
|
||||||
rl.TraceLog(rl.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
|
rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)",
|
||||||
oldFrame, p.AnimationFrame, deltaTime)
|
oldFrame, p.AnimationFrame, deltaTime)
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -114,7 +115,6 @@ func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (p *Player) ForceResync(state *pb.PlayerState) {
|
func (p *Player) ForceResync(state *pb.PlayerState) {
|
||||||
// Keep this lock since it's called from the network goroutine
|
|
||||||
p.Lock()
|
p.Lock()
|
||||||
defer p.Unlock()
|
defer p.Unlock()
|
||||||
|
|
||||||
|
@ -28,7 +28,6 @@ type ModelAsset struct {
|
|||||||
AnimFrames int32 // Keep this for compatibility
|
AnimFrames int32 // Keep this for compatibility
|
||||||
Animations AnimationSet // New field for organized animations
|
Animations AnimationSet // New field for organized animations
|
||||||
YOffset float32 // Additional height offset (added to default 8.0)
|
YOffset float32 // Additional height offset (added to default 8.0)
|
||||||
PlaceholderColor rl.Color
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type ChatMessage struct {
|
type ChatMessage struct {
|
||||||
|
Loading…
x
Reference in New Issue
Block a user