31 Commits

Author SHA1 Message Date
0f56916295 Add build instructions 2025-01-19 01:33:01 +01:00
a1ddbadea0 Build system + release win64 + linux64 2025-01-19 01:31:05 +01:00
e4d0b98945 actually close instead of continuing with uninitialized GLFW crap 2025-01-19 00:56:17 +01:00
509bc8b20b fix racism condition / deadlock 2025-01-19 00:51:49 +01:00
c40e4ae7ac Merge branch 'feature/menu' 2025-01-18 23:37:21 +01:00
863f5a939c server 2025-01-18 23:36:21 +01:00
cd68581429 Merge pull request 'feature/menu' (#3) from feature/menu into master
Reviewed-on: #3
2025-01-18 22:26:19 +00:00
b9d0d46bd6 Merge branch 'master' into feature/menu 2025-01-18 22:26:10 +00:00
b96c7ada7a Menu with broken exit and settings 2025-01-18 23:23:03 +01:00
d86cbe15a3 add quit channel to clean up after self 2025-01-18 22:27:22 +01:00
fb018e2a7d Add menu on esc and don't close on esc 2025-01-18 22:23:08 +01:00
5ca973fdf1 Update README.md 2025-01-18 20:18:45 +00:00
2a0f9348e9 Update README.md with addr and local flags 2025-01-18 20:41:02 +01:00
d6d0f36cee add addr flag 2025-01-18 20:38:35 +01:00
e8d062c4b7 Add -local flag to connect to local server 2025-01-18 14:23:48 +01:00
0cd3145d28 try to handle tcp fragmentation 2025-01-15 10:58:11 +01:00
0b6ab17ad5 try to handle tcp fragmentation 2025-01-15 10:50:51 +01:00
50952309f4 zoom towards testicles instead of feet 2025-01-14 13:53:12 +01:00
afc44710f2 Chat QoL updates 2025-01-13 21:29:06 +01:00
1a7b0eff42 Update README.md 2025-01-13 14:26:56 +00:00
bf7bf12a53 Readme 2025-01-13 15:13:17 +01:00
e661320508 Remove local dep on goonserver 2025-01-13 14:41:19 +01:00
567ec40c3d Merge pull request 'feature/chat' (#2) from feature/chat into master
Reviewed-on: #2
2025-01-13 13:24:33 +00:00
c01b8d1c59 Floating chat messages and remote server 2025-01-13 14:22:24 +01:00
d301d597e8 Add chat 2025-01-13 13:23:52 +01:00
91cdbab54a Reorganize code 2025-01-13 11:10:48 +01:00
0a58e0453a Fix tickrate and action queue stuff 2025-01-13 10:00:23 +01:00
8d70129c73 Update goonserver submodule 2025-01-13 00:40:28 +01:00
4012a2ed92 Protobuf changes 2025-01-13 00:31:15 +01:00
4f36c2ee1f submodule 2025-01-13 00:02:21 +01:00
63e3837441 Fix movement on other player 2025-01-12 23:57:18 +01:00
57 changed files with 881018 additions and 526 deletions

3
.gitmodules vendored Normal file
View File

@ -0,0 +1,3 @@
[submodule "goonserver"]
path = goonserver
url = https://gitea.boner.be/bdnugget/goonserver

30
Dockerfile.build Normal file
View File

@ -0,0 +1,30 @@
FROM golang:1.23
# Install build dependencies
RUN apt-get update && apt-get install -y \
gcc-mingw-w64 \
cmake \
zip \
libasound2-dev \
mesa-common-dev \
libx11-dev \
libxrandr-dev \
libxi-dev \
xorg-dev \
libgl1-mesa-dev \
libglu1-mesa-dev \
libwayland-dev \
wayland-protocols \
libxkbcommon-dev \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /build
# Copy build scripts
COPY . /build/
# Set execute permissions
RUN chmod +x /build/scripts/build.sh
# Build command
CMD ["make", "all"]

30
Makefile Normal file
View File

@ -0,0 +1,30 @@
.PHONY: all clean windows linux darwin
include scripts/platforms.mk
BINARY_NAME=goonscape
VERSION=1.0.0
BUILD_DIR=build
ASSETS_DIR=resources
all: clean $(PLATFORMS)
$(PLATFORMS):
@echo "Building for $@..."
@mkdir -p $(BUILD_DIR)/$@
@scripts/build.sh $(word 1,$(subst /, ,$@)) $(word 2,$(subst /, ,$@)) \
$(BUILD_DIR)/$@/$(BINARY_NAME)$(if $(findstring windows,$@),.exe,)
@cp -r $(ASSETS_DIR) $(BUILD_DIR)/$@/
@cd $(BUILD_DIR) && zip -r $(BINARY_NAME)-$(word 1,$(subst /, ,$@))-$(word 2,$(subst /, ,$@))-v$(VERSION).zip $@
@echo "Done building for $@"
clean:
rm -rf $(BUILD_DIR)
# Development build for current platform
dev:
go build -o $(BINARY_NAME)
# Run tests
test:
go test ./...

91
README.md Normal file
View File

@ -0,0 +1,91 @@
# GoonScape
A multiplayer isometric game inspired by Oldschool RuneScape, built with Go and Raylib.
![GoonScape Screenshot](resources/screenshot.png)
## Features
- 3D isometric world with height-mapped terrain
- Multiplayer support with client-server architecture
- Pathfinding and click-to-move navigation
- Global chat system with floating messages
- Multiple character models
- Background music
## Prerequisites
- Go 1.23 or higher
- Raylib dependencies (see [raylib-go](https://github.com/gen2brain/raylib-go#requirements))
## Installation
1. Clone the repository:
```bash
git clone https://gitea.boner.be/bdnugget/goonscape.git
cd goonscape
```
2. Install dependencies:
```bash
go mod tidy
```
3. Build and run:
```bash
go run main.go
```
## Controls
- **Mouse Click**: Move to location
- **T**: Open chat
- **Enter**: Send chat message
- **Escape**: Cancel chat/Close game (it does both of these at the same time so gg)
- **Arrow Keys**: Rotate camera
- **Mouse Wheel**: Zoom in/out
## Configuration
Server connection can be configured using command-line flags:
```bash
# Connect to default server (boner.be:6969)
go run main.go
# Connect to local server
go run main.go -local
# Connect to specific server
go run main.go -addr somehost # Uses somehost:6969
go run main.go -addr somehost:6970 # Uses somehost:6970
```
Note: The `-local` flag is a shorthand for `-addr localhost:6969` and cannot be used together with `-addr`.
## Building Release Binaries
The project uses Docker to create consistent builds across platforms. To build release binaries:
1. Build the Docker image (only needed once):
```bash
sudo docker build -t goonscape-builder -f Dockerfile.build .
```
2. Create release builds:
```bash
sudo docker run -v $(pwd):/build goonscape-builder
```
This will create zip files in the `build` directory for:
- Windows (64-bit): `goonscape-windows-amd64-v1.0.0.zip`
- Linux (64-bit): `goonscape-linux-amd64-v1.0.0.zip`
Each zip contains the binary and all required assets.
## Development
The project uses Protocol Buffers for network communication. If you modify the `.proto` files, regenerate the Go code with:
```bash
protoc --go_out=. goonserver/actions/actions.proto
```

41
assets/assets.go Normal file
View File

@ -0,0 +1,41 @@
package assets
import (
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
func LoadModels() ([]types.ModelAsset, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
return []types.ModelAsset{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
}
func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil
}
func UnloadModels(models []types.ModelAsset) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
}
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
}

Binary file not shown.

Binary file not shown.

BIN
build/linux/amd64/goonscape Executable file

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,12 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd coomer.png

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 MiB

View File

@ -0,0 +1,12 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd goonion.png

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 MiB

View File

@ -0,0 +1,12 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd shreke.png

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 KiB

BIN
build/windows/amd64/goonscape.exe Executable file

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,12 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd coomer.png

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 MiB

View File

@ -0,0 +1,12 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd goonion.png

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 MiB

View File

@ -0,0 +1,12 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd shreke.png

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 KiB

View File

@ -7,6 +7,15 @@ const (
MapHeight = 50
TileSize = 32
TileHeight = 2.0
TickRate = 2600 * time.Millisecond // Server tick rate (600ms)
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
)

View File

@ -1,4 +1,4 @@
package main
package game
import (
"math"
@ -6,8 +6,21 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0)
)
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
// Update camera based on mouse wheel
// Adjust target position to be at character's torso height (about half character height)
characterHeight := float32(32.0) // Assuming character is roughly 32 units tall
targetPos := rl.Vector3{
X: player.X,
Y: player.Y + characterHeight*0.5, // Focus on middle of character
Z: player.Z,
}
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
cameraDistance += -wheelMove * 5
@ -19,7 +32,6 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
}
}
// Orbit camera around the player using arrow keys
if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime
}
@ -39,16 +51,13 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
}
}
// Calculate the new camera position using spherical coordinates
cameraYawRad := float64(cameraYaw) * rl.Deg2rad
cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
cameraPos := rl.Vector3{
X: player.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
Y: player.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: player.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
// Update the camera's position and target
camera.Position = cameraPos
camera.Target = rl.NewVector3(player.X, player.Y, player.Z)
camera.Position = rl.Vector3{
X: targetPos.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
Y: targetPos.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: targetPos.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
camera.Target = targetPos
}

220
game/chat.go Normal file
View File

@ -0,0 +1,220 @@
package game
import (
"fmt"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
maxMessages = 50
chatMargin = 10 // Margin from screen edges
chatHeight = 200
messageHeight = 20
inputHeight = 30
runeLimit = 256
)
type Chat struct {
messages []types.ChatMessage
inputBuffer []rune
isTyping bool
cursorPos int
scrollOffset int
userData interface{}
}
func NewChat() *Chat {
return &Chat{
messages: make([]types.ChatMessage, 0, maxMessages),
inputBuffer: make([]rune, 0, runeLimit),
}
}
func (c *Chat) AddMessage(playerID int32, content string) {
msg := types.ChatMessage{
PlayerID: playerID,
Content: content,
Time: time.Now(),
}
if len(c.messages) >= maxMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, msg)
c.scrollOffset = 0 // Reset scroll position for new messages
}
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
// Convert protobuf messages to our local type
for _, msg := range messages {
localMsg := types.ChatMessage{
PlayerID: msg.PlayerId,
Content: msg.Content,
Time: time.Unix(0, msg.Timestamp),
}
// Only add if it's not already in our history
if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
if len(c.messages) >= maxMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, localMsg)
// Scroll to latest message if it's not already visible
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
// 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()
}
}
}
}
}
func (c *Chat) Draw(screenWidth, screenHeight int32) {
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)
// Draw chat window background
chatX := float32(chatMargin)
chatY := float32(screenHeight - chatHeight - chatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
// Draw messages from oldest to newest
messageY := chatY + 5
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
// Auto-scroll to bottom if no manual scrolling has occurred
if c.scrollOffset == 0 {
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
}
startIdx := max(0, c.scrollOffset)
endIdx := min(len(c.messages), startIdx+visibleMessages)
for i := startIdx; i < endIdx; i++ {
msg := c.messages[i]
text := fmt.Sprintf("[%d]: %s", msg.PlayerID, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, rl.White)
messageY += messageHeight
}
// Draw input field
inputY := chatY + float32(chatHeight-inputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
if c.isTyping {
inputText := string(c.inputBuffer)
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
// Draw cursor
cursorX := rl.MeasureText(inputText[:c.cursorPos], 20)
rl.DrawRectangle(int32(chatX)+5+cursorX, int32(inputY)+5, 2, 20, rl.White)
} else {
rl.DrawText("Press T to chat", int32(chatX)+5, int32(inputY)+5, 20, rl.Gray)
}
}
func (c *Chat) Update() (string, bool) {
// Handle scrolling with mouse wheel when not typing
if !c.isTyping {
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
}
if rl.IsKeyPressed(rl.KeyT) {
c.isTyping = true
return "", false
}
return "", false
}
key := rl.GetCharPressed()
for key > 0 {
if len(c.inputBuffer) < runeLimit {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos], append([]rune{key}, c.inputBuffer[c.cursorPos:]...)...)
c.cursorPos++
}
key = rl.GetCharPressed()
}
if rl.IsKeyPressed(rl.KeyEnter) || rl.IsKeyPressed(rl.KeyKpEnter) {
if len(c.inputBuffer) > 0 {
message := string(c.inputBuffer)
c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0
c.isTyping = false
return message, true
}
c.isTyping = false
}
if rl.IsKeyPressed(rl.KeyEscape) && c.isTyping {
c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0
c.isTyping = false
}
if rl.IsKeyPressed(rl.KeyBackspace) && c.cursorPos > 0 {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos-1], c.inputBuffer[c.cursorPos:]...)
c.cursorPos--
}
if rl.IsKeyPressed(rl.KeyLeft) && c.cursorPos > 0 {
c.cursorPos--
}
if rl.IsKeyPressed(rl.KeyRight) && c.cursorPos < len(c.inputBuffer) {
c.cursorPos++
}
return "", false
}
// Add helper functions
func max(a, b int) int {
if a > b {
return a
}
return b
}
func min(a, b int) int {
if a < b {
return a
}
return b
}
func clamp(value, min, max int) int {
if value < min {
return min
}
if value > max {
return max
}
return value
}

314
game/game.go Normal file
View File

@ -0,0 +1,314 @@
package game
import (
"os"
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Game struct {
Player *types.Player
OtherPlayers map[int32]*types.Player
Camera rl.Camera3D
Models []types.ModelAsset
Music rl.Music
Chat *Chat
MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown
}
func New() *Game {
InitWorld()
game := &Game{
Player: &types.Player{
PosActual: rl.NewVector3(5*types.TileSize, 0, 5*types.TileSize),
PosTile: GetTile(5, 5),
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: nil,
QuitDone: make(chan struct{}),
},
OtherPlayers: make(map[int32]*types.Player),
Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0),
Up: rl.NewVector3(0, 1, 0),
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
QuitChan: make(chan struct{}),
}
game.Player.UserData = game
game.Chat.userData = game
return game
}
func (g *Game) LoadAssets() error {
var err error
g.Models, err = assets.LoadModels()
if err != nil {
return err
}
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
return err
}
return nil
}
func (g *Game) Update(deltaTime float32) {
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen
return
}
// Don't process other inputs if menu is open
if g.MenuOpen {
return
}
if message, sent := g.Chat.Update(); sent {
g.Player.Lock()
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
Type: pb.Action_CHAT,
ChatMessage: message,
PlayerId: g.Player.ID,
})
g.Player.Unlock()
}
g.HandleInput()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
}
for _, other := range g.OtherPlayers {
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
}
}
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
}
func (g *Game) DrawMap() {
for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
height := GetTileHeight(x, y)
// Interpolate height for smoother landscape
if x > 0 {
height += GetTileHeight(x-1, y)
}
if y > 0 {
height += GetTileHeight(x, y-1)
}
if x > 0 && y > 0 {
height += GetTileHeight(x-1, y-1)
}
height /= 4.0
tilePos := rl.Vector3{
X: float32(x * types.TileSize),
Y: height * types.TileHeight,
Z: float32(y * types.TileSize),
}
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
rl.DrawCube(tilePos, types.TileSize, types.TileHeight, types.TileSize, color)
}
}
}
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
player.Lock()
defer player.Unlock()
grid := GetMapGrid()
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
Z: player.PosActual.Z,
}
rl.DrawModel(model, playerPos, 16, rl.White)
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
Y: playerPos.Y + 24.0,
Z: playerPos.Z,
}, g.Camera)
player.FloatingMessage.ScreenPos = screenPos
}
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1]
targetPos := rl.Vector3{
X: float32(targetTile.X * types.TileSize),
Y: grid[targetTile.X][targetTile.Y].Height * types.TileHeight,
Z: float32(targetTile.Y * types.TileSize),
}
rl.DrawCubeWires(targetPos, types.TileSize, types.TileHeight, types.TileSize, rl.Green)
nextTile := player.TargetPath[0]
nextPos := rl.Vector3{
X: float32(nextTile.X * types.TileSize),
Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
Z: float32(nextTile.Y * types.TileSize),
}
rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
}
}
func (g *Game) Render() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
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()
// Draw floating messages
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)
}
// Draw menu if open
if g.MenuOpen {
g.DrawMenu()
}
// Only draw chat if menu is not open
if !g.MenuOpen {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
func (g *Game) Cleanup() {
assets.UnloadModels(g.Models)
assets.UnloadMusic(g.Music)
}
func (g *Game) HandleInput() {
clickedTile, clicked := g.GetTileAtMouse()
if clicked {
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
if len(path) > 1 {
g.Player.Lock()
g.Player.TargetPath = path[1:]
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
Type: pb.Action_MOVE,
X: int32(clickedTile.X),
Y: int32(clickedTile.Y),
PlayerId: g.Player.ID,
})
g.Player.Unlock()
}
}
}
func (g *Game) DrawMenu() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Semi-transparent background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
// Menu title
title := "Menu"
titleSize := int32(40)
titleWidth := rl.MeasureText(title, titleSize)
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.White)
// Menu buttons
buttonWidth := float32(200)
buttonHeight := float32(40)
buttonY := float32(200)
buttonSpacing := float32(60)
menuItems := []string{"Resume", "Settings", "Exit Game"}
for _, item := range menuItems {
buttonRect := rl.Rectangle{
X: screenWidth/2 - buttonWidth/2,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
// Check mouse hover
mousePoint := rl.GetMousePosition()
mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
// Draw button
if mouseHover {
rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item {
case "Resume":
g.MenuOpen = false
case "Settings":
// TODO: Implement settings
case "Exit Game":
g.Shutdown()
}
}
}
// Draw button text
textSize := int32(20)
textWidth := rl.MeasureText(item, textSize)
textX := int32(buttonRect.X+buttonRect.Width/2) - textWidth/2
textY := int32(buttonRect.Y + buttonRect.Height/2 - float32(textSize)/2)
rl.DrawText(item, textX, textY, textSize, rl.White)
buttonY += buttonSpacing
}
}
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
}

31
game/input.go Normal file
View File

@ -0,0 +1,31 @@
package game
import (
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
func (g *Game) GetTileAtMouse() (types.Tile, bool) {
if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
return types.Tile{}, false
}
mouse := rl.GetMousePosition()
ray := rl.GetMouseRay(mouse, g.Camera)
for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
tile := GetTile(x, y)
tilePos := rl.NewVector3(float32(x*types.TileSize), tile.Height*types.TileHeight, float32(y*types.TileSize))
boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(types.TileSize/2, types.TileHeight/2, types.TileSize/2))
boxMax := rl.Vector3Add(tilePos, rl.NewVector3(types.TileSize/2, types.TileHeight/2, types.TileSize/2))
if RayIntersectsBox(ray, boxMin, boxMax) {
fmt.Printf("Clicked: %d, %d\n", tile.X, tile.Y)
return tile, true
}
}
}
return types.Tile{}, false
}

View File

@ -1,14 +1,18 @@
package main
package game
import "fmt"
import (
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
)
type Node struct {
Tile Tile
Tile types.Tile
Parent *Node
G, H, F float32
}
func FindPath(start, end Tile) []Tile {
func FindPath(start, end types.Tile) []types.Tile {
openList := []*Node{}
closedList := make(map[[2]int]bool)
@ -17,7 +21,6 @@ func FindPath(start, end Tile) []Tile {
openList = append(openList, startNode)
for len(openList) > 0 {
// Find node with lowest F
current := openList[0]
currentIndex := 0
for i, node := range openList {
@ -27,23 +30,20 @@ func FindPath(start, end Tile) []Tile {
}
}
// Move current to closed list
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check if reached the end
if current.Tile.X == end.X && current.Tile.Y == end.Y {
path := []Tile{}
path := []types.Tile{}
node := current
for node != nil {
path = append([]Tile{node.Tile}, path...)
path = append([]types.Tile{node.Tile}, path...)
node = node.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
}
// Generate neighbors
neighbors := GetNeighbors(current.Tile)
for _, neighbor := range neighbors {
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
@ -75,32 +75,30 @@ func FindPath(start, end Tile) []Tile {
}
}
}
// No path found
fmt.Println("No path found")
return nil
}
func heuristic(a, b Tile) float32 {
func heuristic(a, b types.Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
}
func distance(a, b Tile) float32 {
_ = a
_ = b
return 1.0 //uniform cost for now
func distance(a, b types.Tile) float32 {
return 1.0 // uniform cost for now
}
func GetNeighbors(tile Tile) []Tile {
func GetNeighbors(tile types.Tile) []types.Tile {
directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
}
neighbors := []Tile{}
neighbors := []types.Tile{}
grid := GetMapGrid()
for _, dir := range directions {
nx, ny := tile.X+dir[0], tile.Y+dir[1]
if nx >= 0 && nx < MapWidth && ny >= 0 && ny < MapHeight {
neighbors = append(neighbors, mapGrid[nx][ny])
if nx >= 0 && nx < types.MapWidth && ny >= 0 && ny < types.MapHeight {
if grid[nx][ny].Walkable {
neighbors = append(neighbors, grid[nx][ny])
}
}
}
return neighbors

45
game/utils.go Normal file
View File

@ -0,0 +1,45 @@
package game
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
if tmin > tmax {
tmin, tmax = tmax, tmin
}
tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
if tymin > tymax {
tymin, tymax = tymax, tymin
}
if (tmin > tymax) || (tymin > tmax) {
return false
}
if tymin > tmin {
tmin = tymin
}
if tymax < tmax {
tmax = tymax
}
tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
if tzmin > tzmax {
tzmin, tzmax = tzmax, tzmin
}
if (tmin > tzmax) || (tzmin > tmax) {
return false
}
return true
}

39
game/world.go Normal file
View File

@ -0,0 +1,39 @@
package game
import (
"gitea.boner.be/bdnugget/goonscape/types"
)
var (
mapGrid [][]types.Tile
)
func GetMapGrid() [][]types.Tile {
return mapGrid
}
func InitWorld() {
mapGrid = make([][]types.Tile, types.MapWidth)
for x := 0; x < types.MapWidth; x++ {
mapGrid[x] = make([]types.Tile, types.MapHeight)
for y := 0; y < types.MapHeight; y++ {
mapGrid[x][y] = types.Tile{
X: x,
Y: y,
Height: 1.0 + float32(x%5),
Walkable: true,
}
}
}
}
func GetTile(x, y int) types.Tile {
if x >= 0 && x < types.MapWidth && y >= 0 && y < types.MapHeight {
return mapGrid[x][y]
}
return types.Tile{}
}
func GetTileHeight(x, y int) float32 {
return mapGrid[x][y].Height
}

16
go.mod
View File

@ -1,15 +1,17 @@
module goonscape
module gitea.boner.be/bdnugget/goonscape
go 1.23.0
require (
gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe
google.golang.org/protobuf v1.35.1
gitea.boner.be/bdnugget/goonserver v0.0.0-20250113131525-49e23114973c
github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b
google.golang.org/protobuf v1.36.3
)
require (
github.com/ebitengine/purego v0.8.0 // indirect
golang.org/x/exp v0.0.0-20241009180824-f66d83c29e7c // indirect
golang.org/x/sys v0.26.0 // indirect
github.com/ebitengine/purego v0.8.2 // indirect
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 // indirect
golang.org/x/sys v0.29.0 // indirect
)
replace gitea.boner.be/bdnugget/goonserver => ./goonserver

22
go.sum
View File

@ -1,14 +1,12 @@
gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b h1:hdhCZH0YGqCsnSl6ru+8I7rxvCyOj5pCtf92urwyruA=
gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b/go.mod h1:inR1bKrr/vcTba+G1KzmmY6vssMq9oGNOk836VwPa4c=
github.com/ebitengine/purego v0.8.0 h1:JbqvnEzRvPpxhCJzJJ2y0RbiZ8nyjccVUrSM3q+GvvE=
github.com/ebitengine/purego v0.8.0/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ=
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe h1:mInjrbJkUglTM7tBmXG+epnPCE744aj15J7vjJwM4gs=
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
github.com/ebitengine/purego v0.8.2 h1:jPPGWs2sZ1UgOSgD2bClL0MJIqu58nOmIcBuXr62z1I=
github.com/ebitengine/purego v0.8.2/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ=
github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b h1:JJfspevP3YOXcSKVABizYOv++yMpTJIdPUtoDzF/RWw=
github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
golang.org/x/exp v0.0.0-20241009180824-f66d83c29e7c h1:7dEasQXItcW1xKJ2+gg5VOiBnqWrJc+rq0DPKyvvdbY=
golang.org/x/exp v0.0.0-20241009180824-f66d83c29e7c/go.mod h1:NQtJDoLvd6faHhE7m4T/1IY708gDefGGjR/iUW8yQQ8=
golang.org/x/sys v0.26.0 h1:KHjCJyddX0LoSTb3J+vWpupP9p0oznkqVk/IfjymZbo=
golang.org/x/sys v0.26.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
google.golang.org/protobuf v1.35.1 h1:m3LfL6/Ca+fqnjnlqQXNpFPABW1UD7mjh8KO2mKFytA=
google.golang.org/protobuf v1.35.1/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE=
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 h1:yqrTHse8TCMW1M1ZCP+VAR/l0kKxwaAIqN/il7x4voA=
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU=
golang.org/x/sys v0.29.0 h1:TPYlXGxvx1MGTn2GiZDhnjPA9wZzZeGKHHmKhHYvgaU=
golang.org/x/sys v0.29.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE=

1
goonserver Submodule

Submodule goonserver added at be32dec202

View File

@ -1,88 +0,0 @@
package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
func GetTileAtMouse(camera *rl.Camera3D) (Tile, bool) {
if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
return Tile{}, false
}
mouse := rl.GetMousePosition()
ray := rl.GetMouseRay(mouse, *camera)
for x := 0; x < MapWidth; x++ {
for y := 0; y < MapHeight; y++ {
tile := mapGrid[x][y]
// Define the bounding box for each tile based on its position and height
tilePos := rl.NewVector3(float32(x*TileSize), tile.Height*TileHeight, float32(y*TileSize))
boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
boxMax := rl.Vector3Add(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
// Check if the ray intersects the bounding box
if RayIntersectsBox(ray, boxMin, boxMax) {
fmt.Println("Clicked:", tile.X, tile.Y)
return tile, true
}
}
}
return Tile{}, false
}
func HandleInput(player *Player, camera *rl.Camera) {
clickedTile, clicked := GetTileAtMouse(camera)
if clicked {
path := FindPath(mapGrid[player.PosTile.X][player.PosTile.Y], clickedTile)
if path != nil {
// Exclude the first tile (current position)
if len(path) > 1 {
player.TargetPath = path[1:]
player.ActionQueue = append(player.ActionQueue, Action{Type: MoveAction, X: clickedTile.X, Y: clickedTile.Y})
}
}
}
}
// Helper function to test ray-box intersection (slab method)
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
if tmin > tmax {
tmin, tmax = tmax, tmin
}
tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
if tymin > tymax {
tymin, tymax = tymax, tymin
}
if (tmin > tymax) || (tymin > tmax) {
return false
}
if tymin > tmin {
tmin = tymin
}
if tymax < tmax {
tmax = tymax
}
tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
if tzmin > tzmax {
tzmin, tzmax = tzmax, tzmin
}
if (tmin > tzmax) || (tzmin > tmax) {
return false
}
return true
}

161
main.go
View File

@ -1,150 +1,71 @@
package main
import (
"flag"
"log"
"strings"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network"
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0) // Adjusted for a more overhead view
mapGrid = InitMap()
)
func main() {
local := flag.Bool("local", false, "Use local server instead of remote")
addr := flag.String("addr", "boner.be:6969", "Server address (hostname:port or hostname)")
flag.Parse()
if *local && *addr != "boner.be:6969" {
log.Fatal("Cannot use both -local and -addr flags")
}
if *local {
network.SetServerAddr("localhost:6969")
} else if *addr != "" {
// If only hostname is provided, append default port
if !strings.Contains(*addr, ":") {
*addr = *addr + ":6969"
}
network.SetServerAddr(*addr)
}
rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
defer rl.CloseWindow()
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
player := Player{
PosActual: rl.NewVector3(5*TileSize, 0, 5*TileSize),
PosTile: mapGrid[5][5],
Speed: 50.0,
TargetPath: []Tile{},
game := game.New()
if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err)
}
defer game.Cleanup()
camera := rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), // Will be updated every frame
Target: player.PosActual,
Up: rl.NewVector3(0, 1, 0), // Y is up in 3D
Fovy: 45.0,
Projection: rl.CameraPerspective,
}
conn, playerID, err := ConnectToServer()
conn, playerID, err := network.ConnectToServer()
if err != nil {
log.Fatalf("Failed to connect to server: %v", err)
}
log.Printf("Player ID: %d", playerID)
player.ID = playerID
defer conn.Close()
otherPlayers := make(map[int32]*Player)
game.Player.ID = playerID
modelIndex := int(playerID) % len(game.Models)
game.Player.Model = game.Models[modelIndex].Model
game.Player.Texture = game.Models[modelIndex].Texture
go HandleServerCommunication(conn, playerID, &player, otherPlayers)
models, err := LoadModels()
if err != nil {
log.Fatalf("Failed to load models: %v", err)
}
defer UnloadModels(models)
modelIndex := int(playerID) % len(models)
player.Model = models[modelIndex].Model
player.Texture = models[modelIndex].Texture
music, err := LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
log.Fatalf("Failed to load music: %v", err)
}
defer UnloadMusic(music)
rl.PlayMusicStream(music)
rl.SetMusicVolume(music, 0.5)
go network.HandleServerCommunication(conn, playerID, game.Player, game.OtherPlayers, game.QuitChan)
rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateMusicStream(music)
// Time management
rl.UpdateMusicStream(game.Music)
deltaTime := rl.GetFrameTime()
// Handle input
HandleInput(&player, &camera)
// Update player
if len(player.TargetPath) > 0 {
player.MoveTowards(player.TargetPath[0], deltaTime)
}
// Update camera
UpdateCamera(&camera, player.PosActual, deltaTime)
// Rendering
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
DrawMap()
DrawPlayer(player, player.Model)
for id, other := range otherPlayers {
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime)
}
DrawPlayer(*other, models[int(id)%len(models)].Model)
}
rl.EndMode3D()
rl.DrawFPS(10, 10)
rl.EndDrawing()
game.Update(deltaTime)
game.Render()
}
}
func LoadModels() ([]struct {
Model rl.Model
Texture rl.Texture2D
}, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
return []struct {
Model rl.Model
Texture rl.Texture2D
}{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
}
func UnloadModels(models []struct {
Model rl.Model
Texture rl.Texture2D
}) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
}
}
func LoadMusic(filename string) (rl.Music, error) {
music := rl.LoadMusicStream(filename)
return music, nil
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
// Wait for clean shutdown
<-game.QuitChan
}

48
map.go
View File

@ -1,48 +0,0 @@
package main
import rl "github.com/gen2brain/raylib-go/raylib"
// Initialize the map with some height data
func InitMap() [][]Tile {
mapGrid := make([][]Tile, MapWidth)
for x := 0; x < MapWidth; x++ {
mapGrid[x] = make([]Tile, MapHeight)
for y := 0; y < MapHeight; y++ {
mapGrid[x][y] = Tile{
X: x,
Y: y,
Height: 1.0 + float32(x%5), // Example height
Walkable: true, // Set to false for obstacles
}
}
}
return mapGrid
}
func DrawMap() {
for x := 0; x < MapWidth; x++ {
for y := 0; y < MapHeight; y++ {
tile := mapGrid[x][y]
// Interpolate height between adjacent tiles for a smoother landscape
height := tile.Height
if x > 0 {
height += mapGrid[x-1][y].Height
}
if y > 0 {
height += mapGrid[x][y-1].Height
}
if x > 0 && y > 0 {
height += mapGrid[x-1][y-1].Height
}
height /= 4.0
// Draw each tile as a 3D cube based on its height
tilePos := rl.Vector3{
X: float32(x * TileSize), // X-axis for horizontal position
Y: height * TileHeight, // Y-axis for height (Z in 3D is Y here)
Z: float32(y * TileSize), // Z-axis for depth (Y in 3D is Z here)
}
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
rl.DrawCube(tilePos, TileSize, TileHeight, TileSize, color) // Draw a cube representing the tile
}
}
}

View File

@ -1,121 +0,0 @@
package main
import (
"log"
"net"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto"
)
func ConnectToServer() (net.Conn, int32, error) {
// Attempt to connect to the server
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Waiting for player ID...")
// Buffer for incoming server message
buf := make([]byte, 1024)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Error reading player ID from server: %v", err)
return nil, 0, err
}
log.Printf("Received data: %x", buf[:n])
// Unmarshal server message to extract the player ID
var response pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &response); err != nil {
log.Printf("Failed to unmarshal server response: %v", err)
return nil, 0, err
}
playerID := response.GetPlayerId()
log.Printf("Successfully connected with player ID: %d", playerID)
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
// Goroutine to handle sending player's actions to the server
go func() {
for {
if len(player.ActionQueue) > 0 {
// Process the first action in the queue
actionData := player.ActionQueue[0]
action := &pb.Action{
PlayerId: playerID,
Type: pb.Action_MOVE,
X: int32(actionData.X),
Y: int32(actionData.Y),
}
// Serialize the action
data, err := proto.Marshal(action)
if err != nil {
log.Printf("Failed to marshal action: %v", err)
continue
}
// Send action to server
_, err = conn.Write(data)
if err != nil {
log.Printf("Failed to send action to server: %v", err)
return
}
// Remove the action from the queue once it's sent
player.ActionQueue = player.ActionQueue[1:]
}
// Add a delay to match the server's tick rate
time.Sleep(TickRate)
}
}()
// Main loop to handle receiving updates from the server
for {
buf := make([]byte, 4096)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Failed to read from server: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
// Update other players' states
for _, state := range serverMessage.Players {
if state.PlayerId != playerID {
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
otherPlayer.PosActual = rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
}
otherPlayer.MoveTowards(Tile{X: int(state.X), Y: int(state.Y)}, 0)
} else {
otherPlayers[state.PlayerId] = &Player{
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
PosActual: rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
ID: state.PlayerId,
}
}
}
}
}
}

199
network/network.go Normal file
View File

@ -0,0 +1,199 @@
package network
import (
"bufio"
"encoding/binary"
"io"
"log"
"net"
"time"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
"google.golang.org/protobuf/proto"
)
var serverAddr = "boner.be:6969"
func SetServerAddr(addr string) {
serverAddr = addr
}
func ConnectToServer() (net.Conn, int32, error) {
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Waiting for player ID...")
reader := bufio.NewReader(conn)
// Read message length (4 bytes)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err)
return nil, 0, err
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
return nil, 0, err
}
var response pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &response); err != nil {
log.Printf("Failed to unmarshal server response: %v", err)
return nil, 0, err
}
playerID := response.GetPlayerId()
log.Printf("Successfully connected with player ID: %d", playerID)
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
defer conn.Close()
defer close(player.QuitDone)
// Create a channel to signal when goroutines are done
done := make(chan struct{})
go func() {
for {
select {
case <-quitChan:
// Send disconnect message to server
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
done <- struct{}{}
return
case <-actionTicker.C:
player.Lock()
if len(player.ActionQueue) > 0 {
actions := make([]*pb.Action, len(player.ActionQueue))
copy(actions, player.ActionQueue)
batch := &pb.ActionBatch{
PlayerId: playerID,
Actions: actions,
Tick: player.CurrentTick,
}
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := writeMessage(conn, batch); err != nil {
log.Printf("Failed to send actions to server: %v", err)
return
}
} else {
player.Unlock()
}
}
}
}()
for {
select {
case <-quitChan:
done := make(chan struct{})
go func() {
<-done
close(player.QuitDone)
}()
select {
case <-done:
time.Sleep(100 * time.Millisecond)
case <-time.After(1 * time.Second):
log.Println("Shutdown timed out")
}
return
default:
// Read message length (4 bytes)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err)
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
continue
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
if g, ok := player.UserData.(*game.Game); ok && len(serverMessage.ChatMessages) > 0 {
g.Chat.HandleServerMessages(serverMessage.ChatMessages)
}
}
}
}
// Helper function to write length-prefixed messages
func writeMessage(conn net.Conn, msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = conn.Write(data)
return err
}

View File

@ -1,63 +0,0 @@
package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func DrawPlayer(player Player, model rl.Model) {
// Draw the player based on its actual position (PosActual) and current tile height
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: mapGrid[player.PosTile.X][player.PosTile.Y].Height*TileHeight + 16.0,
Z: player.PosActual.Z,
}
rl.DrawModel(model, playerPos, 16, rl.White)
// Draw highlight around target tile
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1] // last tile in the slice
targetPos := rl.Vector3{
X: float32(targetTile.X * TileSize),
Y: mapGrid[targetTile.X][targetTile.Y].Height * TileHeight,
Z: float32(targetTile.Y * TileSize),
}
rl.DrawCubeWires(targetPos, TileSize, TileHeight, TileSize, rl.Green)
nextTile := player.TargetPath[0] // first tile in the slice
nextPos := rl.Vector3{
X: float32(nextTile.X * TileSize),
Y: mapGrid[nextTile.X][nextTile.Y].Height * TileHeight,
Z: float32(nextTile.Y * TileSize),
}
rl.DrawCubeWires(nextPos, TileSize, TileHeight, TileSize, rl.Yellow)
}
}
func (player *Player) MoveTowards(target Tile, deltaTime float32) {
// Calculate the direction vector to the target tile
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
Z: float32(target.Y * TileSize),
}
// Calculate direction and normalize it for smooth movement
direction := rl.Vector3Subtract(targetPos, player.PosActual)
distance := rl.Vector3Length(direction)
if distance > 0 {
direction = rl.Vector3Scale(direction, player.Speed*deltaTime/distance)
}
// Move the player towards the target tile
if distance > 1.0 {
player.PosActual = rl.Vector3Add(player.PosActual, direction)
} else {
// Snap to the target tile when close enough
player.PosActual = targetPos
player.PosTile = target // Update player's tile
if len(player.TargetPath) > 1 {
player.TargetPath = player.TargetPath[1:] // Move to next tile in path if any
}
}
}

View File

@ -1 +0,0 @@
package main

BIN
resources/screenshot.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 KiB

24
scripts/build.sh Executable file
View File

@ -0,0 +1,24 @@
#!/bin/bash
# Main build process
build() {
local os=$1
local arch=$2
local output=$3
# Set CGO flags for static linking
export CGO_ENABLED=1
export GOOS=$os
export GOARCH=$arch
# Platform specific flags
if [ "$os" = "windows" ]; then
export CC=x86_64-w64-mingw32-gcc
export CXX=x86_64-w64-mingw32-g++
fi
go build -buildvcs=false -ldflags="-s -w" -o $output
}
# Call build with provided arguments
build "$1" "$2" "$3"

1
scripts/platforms.mk Normal file
View File

@ -0,0 +1 @@
PLATFORMS=windows/amd64 linux/amd64

View File

@ -1,31 +0,0 @@
package main
import rl "github.com/gen2brain/raylib-go/raylib"
type Tile struct {
X, Y int
Height float32
Walkable bool
}
type ActionType int
const (
MoveAction ActionType = iota
)
type Action struct {
Type ActionType
X, Y int // Target position for movement
}
type Player struct {
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
Speed float32
ActionQueue []Action // Queue for player actions
Model rl.Model
Texture rl.Texture2D
ID int32
}

76
types/player.go Normal file
View File

@ -0,0 +1,76 @@
package types
import (
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
p.Lock()
defer p.Unlock()
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
Z: float32(target.Y * TileSize),
}
direction := rl.Vector3Subtract(targetPos, p.PosActual)
distance := rl.Vector3Length(direction)
if distance > 0 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
}
if distance > 1.0 {
p.PosActual = rl.Vector3Add(p.PosActual, direction)
} else {
p.PosActual = targetPos
p.PosTile = target
if len(p.TargetPath) > 1 {
p.TargetPath = p.TargetPath[1:]
}
}
}
func NewPlayer(state *pb.PlayerState) *Player {
return &Player{
PosActual: rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
}
}
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
p.Lock()
defer p.Unlock()
targetTile := Tile{X: int(state.X), Y: int(state.Y)}
if p.PosTile != targetTile {
p.PosTile = targetTile
p.LastUpdateTime = time.Now()
p.InterpolationProgress = 0
p.TargetPath = []Tile{targetTile}
}
}
func (p *Player) ForceResync(state *pb.PlayerState) {
p.Lock()
defer p.Unlock()
p.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
p.PosActual = rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
}
p.TargetPath = nil
p.ActionQueue = nil
p.InterpolationProgress = 1.0
}

62
types/types.go Normal file
View File

@ -0,0 +1,62 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Tile struct {
X, Y int
Height float32
Walkable bool
}
type Player struct {
sync.Mutex
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
ActionQueue []*pb.Action
Speed float32
Model rl.Model
Texture rl.Texture2D
ID int32
CurrentTick int64
LastUpdateTime time.Time
InterpolationProgress float32
UserData interface{}
FloatingMessage *FloatingMessage
QuitDone chan struct{}
}
type ModelAsset struct {
Model rl.Model
Texture rl.Texture2D
}
type ChatMessage struct {
PlayerID int32
Content string
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
TileSize = 32
TileHeight = 2.0
// RuneScape-style tick rate (600ms)
ServerTickRate = 600 * time.Millisecond
ClientTickRate = 50 * time.Millisecond
MaxTickDesync = 5
)